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Quote:Slotted, Permafrost gives you about 20% Fire resist, Cold resist that you don't need since you're over the cap already, and 20% Slow resist. You'd be at 20% Fire resist and 80% Slow resist without it.but you really think losing Permafrost is a good idea? I can do without Static Discharge...but I figured extra Res was good. Plus it has the Slow resist....
Personally, I think it's very skippable, especially if you need the space for something like Weave or Tremor, but your call. -
Here's an example of what I would do with your build. It has the Fighting Pool, Tremor, and three of the Mu Mastery powers. It's also soft-capped to S/L/E/NE without EA, and has some recharge bonuses.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Frozen Armor -- GftotA-Def/Rchg:40(A), GftotA-Def/EndRdx/Rchg:40(3), GftotA-Def:40(3), GftotA-Def/EndRdx:40(5), Ksmt-ToHit+:30(31)
Level 1: Stone Fist -- S'ngH'mkr-Dmg/EndRdx/Rchg:35(A), S'ngH'mkr-Dmg/Rchg:35(5), S'ngH'mkr-Dmg/EndRdx:35(7), S'ngH'mkr-Acc/Dmg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:50(9)
Level 2: Hoarfrost -- Dct'dW-EndRdx/Rchg:50(A), Dct'dW-Heal/EndRdx:50(9), Dct'dW-Heal/Rchg:50(11), Dct'dW-Heal:50(11), Dct'dW-Rchg:50(13)
Level 4: Chilling Embrace -- ImpSwft-Dam%:30(A), EndRdx-I:50(13)
Level 6: Wet Ice -- EndRdx-I:50(A)
Level 8: Stone Mallet -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(15), C'ngImp-Dmg/Rchg:50(17), C'ngImp-Acc/Dmg/EndRdx:50(17), C'ngImp-Acc/Dmg/Rchg:50(36)
Level 10: Heavy Mallet -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(15), S'ngH'mkr-Dmg/Rchg:35(19), S'ngH'mkr-Dmg/EndRdx/Rchg:35(19), Mako-Acc/Dmg/EndRdx/Rchg:50(21)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23)
Level 14: Icicles -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(25), Erad-Dmg/Rchg:30(25), Sciroc-Dmg/EndRdx:50(27), Sciroc-Acc/Dmg/EndRdx:50(37)
Level 16: Super Jump -- Jump-I:50(A)
Level 18: Glacial Armor -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(43), GftotA-Def/EndRdx/Rchg:40(43), GftotA-Def/Rchg:30(46)
Level 20: Fault -- RzDz-Acc/Rchg:30(A), RzDz-EndRdx/Stun:30(27), RzDz-Acc/EndRdx:30(29), ExStrk-Dam%:20(29)
Level 22: Taunt -- Mocking-Taunt:50(A), Mocking-Acc/Rchg:50(23), Mocking-Taunt/Rchg:50(40), Mocking-Taunt/Rchg/Rng:50(42)
Level 24: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(31), RechRdx-I:50(31)
Level 26: Energy Absorption -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(33), Efficacy-EndMod/Acc/Rchg:50(33), LkGmblr-Def/Rchg:50(33), LkGmblr-Def/EndRdx/Rchg:50(34), LkGmblr-Def:50(37)
Level 28: Boxing -- Acc-I:50(A)
Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:50(34), Aegis-ResDam/EndRdx/Rchg:50(34), Aegis-ResDam:50(36)
Level 32: Hibernate -- Heal-I:50(A)
Level 35: Tremor -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Erad-Dmg:30(43), M'Strk-Acc/Dmg/EndRdx:50(45), FrcFbk-Rechg%:50(46)
Level 38: Seismic Smash -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/Rchg:50(40), C'ngImp-Acc/Dmg/EndRdx:50(40)
Level 41: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(42), GftotA-Def/EndRdx/Rchg:40(46), GftotA-Def:40(48)
Level 44: Mu Lightning -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Acc/Dmg/EndRdx:50(45)
Level 47: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(50)
Level 49: Static Discharge -- Posi-Acc/Dmg:50(A), Posi-Acc/Dmg/EndRdx:50(50), Posi-Dmg/Rchg:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Heal:50(42), Numna-Regen/Rcvry+:40(48)
Level 2: Stamina -- P'Shift-End%:50(A), EndMod-I:50(21), EndMod-I:50(36)
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I'd go in a different direction entirely; ditch Permafrost, Maneuvers and Tactics and replace them with the Fighting Pool. Weave gives twice the defense as Maneuvers, and at a lower end cost. That and the Steadfast +def will allow you to back off on the S/L def bonuses considerably. You could, for instance, ditch that Oblit set in Icicles; a poor choice for that power since it has little end reduction. I also agree with Lohenien that it would make sense to drop one of the Mu powers for Tremor--Tremor is a very good power and not "skippable" in my book.
But in general, it is definitely worth soft-capping E/NE defense on an Ice tanker. It's not at all hard to do, and Energy is the most common damage type after S/L. With Weave and the SP +Def, you could get there just by 3-slotting Eradication in Icicles and Tremor.
By the way, your Smashing Haymaker and Kinetic Combat sets are underslotted for damage. You could fix that easily enough by putting any Acc/Dam set IO in the fifth slot. (IOs with Rchg and End Reduction as well are also a good choice.) The Force Feedback proc would be better in a AoE power like Tremor than in a ST power.
You also don't want to slot the Miracle +Recovery in Hoarfrost, if you do, you'll only get the benefit when Hoarfrost is up. Put it in Health instead. I like 5 Doctored Wounds in Hoarfrost, and you can put the Steadfast +Def there or in Tough if you take it. -
1) I'd only put a second end red in Weave if everything else that needs it is well slotted for end reduction. A level 50 common end red IO gives 42% enhancement, which should be enough for most purposes. Remember that you get to the point of diminishing returns pretty quickly in everything but the most costly toggles. (Damage toggles, FA, etc.)
2) Don't worry about AoE def; trying to get your positional defense up to meaningful levels is pretty much an excercise in futility. Build on what you have--typed def--and that will take care of 90% of the damage you come across. (Basically everything but Psi and Toxic.)
3) Not sure Superior Conditioning is worth it?!? IMO, it's a classic one-slot power. FA, on the other hand, needs at least 2-3 slots for end reduction and ToHit.
4) Picking up Acc and End as bonuses is fine, but you also need to slot your powers for enhancement where appropriate. IMO, set bonuses are just that, a nice bonus to help your build, but NOT a replacement for proper slotting, especially in attacks.
5) Unyielding has mag 10 KB protection and a load of KB resistance for Brutes, only Tanks get more. My guess is that'll take care of 99% of the KB you'll face in PvE, except for unresistable KB like the Rikti bombs.
Of course you can slot your powers properly, still get defense bonuses and not spend billions! The first build I posted had defense and resistance totals very, very close to yours--higher in some cases--and well slotted powers. You have to make some choices, give up a few percentage points of def or resistance here and there, but on the whole it's a much more well-rounded and playable build than your high-end one.
It's really not that complicated. As long as you start with the base assumption that your attacks and powers should be well-slotted, and try to build for the set bonuses you want and that you can afford, you'll be fine. If there are budgetary constraints, no, you will not be able to put together a super high recharge, soft-capped to everything build. But the improvements that you can make will still be worth the effort. -
Maybe you didn't get a conclusive answer on the Tank forum because there isn't one "best" primary to go with Electric Melee. It depends on what you like and what sort of build you're aiming for, neither of which you specified.
Do you prefer defense, resistance, extreme survivability, extra damage? Do you want a natural-looking character or are Fire, Ice or Stone options for you?
I'm not sure why you expected one definitive answer, it rarely works that way unless there's a clearly favored min-max favorite. In this case, Shield Defense is closest to being FOTM to combine with Electric Melee; other than that choice it's mostly personal preference. -
The point was not to get you to adopt every suggestion I made, but to think about using your slots more efficiently. The biggest problems I still see are:
Lack of end reduction in Weave and Maneuvers. it makes no sense to put an end reduction in Invinc and none in those powers; Invinc costs .21 EPS unslotted, Weave and Maneuvers .33 EPS and .39 EPS respectively.
The fifth slots in the RA sets yield a grand total of 2.5% F/C defense for 4 slots. F/C damage is very rare compared to S/L, and IMO should be a low priority, but if you really want it, put two of them in Unstop and 3 slot Aegis for 3.14% F/C defense. Also, the RA Endurance slot in TI and UY saves you a whopping .02 EPS; that same slot, if used for a common end red IO in Weave, would save .1 EPS, in Maneuvers, .12 EPS.
If you feel you must keep Focused Accuracy, at least put another end reduction slot in there, too, since as slotted it's costing you .59 EPS, almost as much as both TI and UY would unslotted.
And although some brute players would say it's not important to fully slot attacks for damage, but I don't know of any that argue that accuracy and end reduction are unneeded. Three of your attacks are underslotted for accuracy, end reduction, or both, and in my book, that is a big problem. I'm guessing that may be why you kept FA, but as slotted, the end drain from just your toggles--no attacks included--is 2.51 EPS out of 3.09 EPS. For a brute, who depends on the ability to keep fighting to maintain Fury, that is a recipe for disaster.
And for a build concerned about cost, it's amazing to me that you want to spend what, 5 million or so on a -KB IO when literally all it's buying you is +23 HP.
But hey, it's your money, you can spend it as wastefully as you like. -
Oh, and as I also mentioned in my previous post, using Doctored Wounds in Dull Pain would get you a 5% Recharge bonus, to make up for the one lost from the Efficacy Adaptor set.
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It's a combination of things.
You'll save a considerable amount of influence not getting those KB protection IOs--you should skip the one in SJ too, I didn't see that one at first.
End consumption is considerably less in my build, 1.57 EPS vs. 2.6 EPS.
And though it doesn't show in the stats, in your build Smite, Siphon Life and especially Midnight Grasp were underslotted, and they're not in the build I posted.
As for S/L def vs Energy, S/L damage is by far the most common in the game, though Invul characters have a considerable hedge against it since their S/L resistance is so high. But as I mentioned in my previous post, if you want E/NE def, you can have it by slotting your AoEs with Eradication instead of Multi Strike. It would look something like this; as you can see, the S/L def is now 40.6% and the E/NE def 41.8%.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Basalena 3: Level 50 Mutation Brute
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Smite -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(13), S'ngH'mkr-Dmg/Rchg:35(40), S'ngH'mkr-Dmg/EndRdx/Rchg:35(42), C'ngImp-Acc/Dmg/Rchg:50(46)
Level 1: Resist Physical Damage -- ResDam-I:50(A), S'fstPrt-ResDam/Def+:30(33), ResDam-I:50(34)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/EndRdx/Rchg:30(3), RctvArm-ResDam:40(3), RctvArm-ResDam/Rchg:40(13)
Level 4: Dull Pain -- H'zdH-Heal/EndRdx:40(A), H'zdH-EndRdx/Rchg:40(5), H'zdH-Heal/Rchg:40(5), H'zdH-Heal/EndRdx/Rchg:40(17), H'zdH-Heal:40(23)
Level 6: Shadow Maul -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(7), Erad-Dmg/Rchg:30(7), Erad-Acc/Dmg/Rchg:30(37), M'Strk-Dmg/EndRdx:50(42), M'Strk-Acc/Dmg/EndRdx:50(43)
Level 8: Siphon Life -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/Rchg:35(9), S'ngH'mkr-Dmg/EndRdx:35(9), S'ngH'mkr-Dmg/EndRdx/Rchg:35(21), C'ngImp-Acc/Dmg/Rchg:50(23), Heal-I:50(40)
Level 10: Boxing -- Acc-I:50(A)
Level 12: Maneuvers -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(42), S'dpty-Def/EndRdx/Rchg:40(48), S'dpty-Def:40(50)
Level 14: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(15), RctvArm-EndRdx:40(15), RctvArm-ResDam/Rchg:40(17)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(27), RctvArm-ResDam/EndRdx/Rchg:40(27), RctvArm-ResDam/Rchg:40(34)
Level 18: Dark Consumption -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(19), Erad-Acc/Dmg/Rchg:30(19), Erad-Acc/Rchg:30(21), M'Strk-Dmg/EndRdx/Rchg:50(25), M'Strk-Acc/Dmg/EndRdx:50(25)
Level 20: Weave -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(34), S'dpty-Def/EndRdx/Rchg:40(43), S'dpty-Def:40(48)
Level 22: Taunt -- Mocking-Taunt:40(A), Mocking-Rchg:50(36), Mocking-Taunt/Rchg:40(40), Mocking-Taunt/Rchg/Rng:40(45), Mocking-Acc/Rchg:40(46), Mocking-Taunt/Rng:40(46)
Level 24: Combat Jumping -- DefBuff-I:50(A)
Level 26: Soul Drain -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(31), Erad-Dmg/Rchg:30(31), Erad-Acc/Dmg/Rchg:30(31), M'Strk-Acc/Dmg/EndRdx:50(37), M'Strk-Dmg/EndRdx:50(43)
Level 28: Invincibility -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(29), S'dpty-Def/EndRdx/Rchg:40(29), S'dpty-Def:40(50)
Level 30: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam/Rchg:40(37)
Level 32: Midnight Grasp -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(36), S'ngH'mkr-Dmg/Rchg:35(39), S'ngH'mkr-Dmg/EndRdx/Rchg:35(39), C'ngImp-Acc/Dmg/Rchg:50(39)
Level 35: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(36)
Level 38: Unstoppable -- RechRdx-I:40(A)
Level 41: Superior Conditioning -- EndMod-I:50(A)
Level 44: Physical Perfection -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(45), Efficacy-EndMod/EndRdx:50(45)
Level 47: Laser Beam Eyes -- Mael'Fry-Acc/Dmg:35(A), Mael'Fry-Dmg/Rchg:35(48), Mael'Fry-Dmg/EndRdx:35(50)
Level 49: Super Jump -- Jump-I:50(A)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(11), EndMod-I:50(11)
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First of all, not all yellow sets are cheap and all orange sets expensive. I'd check prices before deciding what's in or not in your price range.
Some slotting issues:
Invinc doesn't need KB protection, so you're just wasting infamy on that -KB IO. I'd drop both that and the Steadfast Def/End and use two level 50 common resist IOs instead.
Smashing Haymaker is a good, inexpensive set, and I suggest you use it for Smite as well as Siphon Life. But Smite needs a fifth slot--any inexpensive Acc/Dam (with End and/or Rchg if that's your preference) will do. IMO, you'd be better off just slotting Siphon as a straight attack, or like Smite with a common heal IO.
The fifth slot in your Reactive Armor sets is uneeded for end reduction and not worth the slot if you're going for the F/C def. Using 3 slots of Aegis (yes, orange, but not terribly expensive) is a much better way to get F/C def if you want it. Use just the resistance pieces for the RA sets.
On the other hand, Weave and Maneuvers--both with much higher end costs than TI or UY--are underslotted for defense and unslotted for end reduction. Four slots of an inexpensive defense set like Serendipity (though Gift of the Ancients is also good if you can afford it) would work well for Weave, Maneuvers, and Invinc.
Midnight Grasp is a good attack and should be slotted like one. I'd slot MG with another SH set, drop Tactics, and take Taunt for the MB set.
3% psi resist is not going to make any difference in your build, so the Imperv Armor Psi resist in Unstop is a waste of infamy. Drop it for a common resist or recharge.
Focused Accuracy is a huge end hog and will need to be slotted more heavily for end reduction if you're going to use it. I'd drop it for Superior Conditioning. If you really want +percep or +tohit, I think the Rectified Reticle +percep and the Kismet +acc are worth the infamy.
Physical Perfection is way overslotted--it has half the value of Stamina but you've given it twice the slots.
Here's your build with the changes I suggested. I think you should also price out Doctored Wounds for Dull Pain, since 5 pieces will get you closer to the ED cut-off for recharge and heal, plus it has a 5% recharge bonus. You may also want to consider 3-slotting Eradication plus a couple of Multi Strikes for the E/NE defense instead of full sets of Multi Strikes. You'd lose around 3% S/L def, but gain over 9% E/NE def; I think it would be worth it, but your call.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Basalena 3: Level 50 Mutation Brute
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Smite -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(13), S'ngH'mkr-Dmg/Rchg:35(40), S'ngH'mkr-Dmg/EndRdx/Rchg:35(42), C'ngImp-Acc/Dmg/Rchg:50(46)
Level 1: Resist Physical Damage -- ResDam-I:50(A), S'fstPrt-ResDam/Def+:30(33), ResDam-I:50(34)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/EndRdx/Rchg:30(3), RctvArm-ResDam:40(3), RctvArm-ResDam/Rchg:40(13)
Level 4: Dull Pain -- H'zdH-Heal/EndRdx:40(A), H'zdH-EndRdx/Rchg:40(5), H'zdH-Heal/Rchg:40(5), H'zdH-Heal/EndRdx/Rchg:40(17), H'zdH-Heal:40(23)
Level 6: Shadow Maul -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(7), M'Strk-Dmg/Rchg:50(7), M'Strk-Acc/EndRdx:50(37), M'Strk-Dmg/EndRdx/Rchg:50(42), M'Strk-Acc/Dmg/EndRdx:50(43)
Level 8: Siphon Life -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/Rchg:35(9), S'ngH'mkr-Dmg/EndRdx:35(9), S'ngH'mkr-Dmg/EndRdx/Rchg:35(21), C'ngImp-Acc/Dmg/Rchg:50(23), Heal-I:50(40)
Level 10: Boxing -- Acc-I:50(A)
Level 12: Maneuvers -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(42), S'dpty-Def/EndRdx/Rchg:40(48), S'dpty-Def:40(50)
Level 14: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(15), RctvArm-EndRdx:40(15), RctvArm-ResDam/Rchg:40(17)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(27), RctvArm-ResDam/EndRdx/Rchg:40(27), RctvArm-ResDam/Rchg:40(34)
Level 18: Dark Consumption -- M'Strk-Acc/Dmg:50(A), M'Strk-Acc/Dmg/EndRdx:50(19), M'Strk-Acc/EndRdx:50(19), M'Strk-Dmg/Rchg:50(21), M'Strk-Dmg/EndRdx/Rchg:50(25), M'Strk-Dmg/EndRdx:50(25)
Level 20: Weave -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(34), S'dpty-Def/EndRdx/Rchg:40(43), S'dpty-Def:40(48)
Level 22: Taunt -- Mocking-Taunt:40(A), Mocking-Rchg:50(36), Mocking-Taunt/Rchg:40(40), Mocking-Taunt/Rchg/Rng:40(45), Mocking-Acc/Rchg:40(46), Mocking-Taunt/Rng:40(46)
Level 24: Combat Jumping -- DefBuff-I:50(A)
Level 26: Soul Drain -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(31), M'Strk-Dmg/Rchg:50(31), M'Strk-Acc/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(37), M'Strk-Dmg/EndRdx/Rchg:50(43)
Level 28: Invincibility -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(29), S'dpty-Def/EndRdx/Rchg:40(29), S'dpty-Def:40(50)
Level 30: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam/Rchg:40(37)
Level 32: Midnight Grasp -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(36), S'ngH'mkr-Dmg/Rchg:35(39), S'ngH'mkr-Dmg/EndRdx/Rchg:35(39), C'ngImp-Acc/Dmg/Rchg:35(39)
Level 35: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(36)
Level 38: Unstoppable -- RechRdx-I:40(A)
Level 41: Superior Conditioning -- EndMod-I:50(A)
Level 44: Physical Perfection -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(45), Efficacy-EndMod/EndRdx:50(45)
Level 47: Laser Beam Eyes -- Mael'Fry-Acc/Dmg:35(A), Mael'Fry-Dmg/Rchg:35(48), Mael'Fry-Dmg/EndRdx:35(50)
Level 49: Super Jump -- Zephyr-ResKB:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(11), EndMod-I:50(11)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1601;762;1524;HEX;| |78DAA554DB4E1351143DD38BA5374AB9B450686969B915283468E2E501E59660A86| |28CD1A8B11971A423E350A753236FBEAAF8E007F8239AA8F1F6157E82889777EB3E| |7B4D0BA48F4EC25A3D6BD63967ED7DCE507AB21C12E2E98250824B865AAB9517ADB| |AAD7594EAB66AEB3B666051ADA98666AAE9799F1022C66FCB25CDD0B4C2B26A6DE3| |6712F2B2765F336B5A61CD7C5C374CCD52EFEA866EEF46D7CC8A6669A65D68FE086| |FECEC1885557DAB62EBE6568447EB9A7A4FB36A15BD1A6A8EABF43208AB21BD032B| |557DB3B0422B6FED964B6ACDD6AC5DE4EDA76CA7E8EFBB683E0D8F58271A11A112D| |3F825A6C9CB4C339B4445F14E3A15B6BBC4344BE9388D932283D17BF91E06B792E2| |37AE0C6884685C8486993E90C30D9FC7BDC092E73CE80253D722536C89699F8C5EC| |4F47AABBCD38947208B2957639AAC33E56DA603429F33CB87E23A5055076AEC4571| |3114379E6352688A1FB3843FC15294A4A05355F0AF9089261B4CB30AE72BBA98DCE| |40B3BBE708AA54E94DD994555A8FE2339228E2F025F02BE44862903DF2F7244B9DF| |0D6F146577A3B46ED4DB8BEAFB51763F5AE2A1143DCEEA3D489B41DA3CD2CE22ED4| |FD2FA9CF6F4555C52CA3E747127741E4D3F609AD906194C315A3D8ED5453CC51BFE| |261C501073003153889242BE14D2E6903D8FB49F090731CB3D889843883974ACA99| |F484B3AE524D1AC349A9546B37268D61F720C3B577918A79DC5318FE1D0C770DA63| |9B4C5F24625965047564415F09479D0B303AC589FC5121269CA227D2EC0A9134E57| |C0A537BDCB6E997A0574C413214B08CABF08CF79C7DC1547CCE14A74ECE39FBCC7D| |E339439ED6E72804EEDEBAA7F5C9D1BD64D786C75148521AF488D543D37F3D6F42C| |DFDFD57028457255C93705DC20D093725DC92705BC21D0965098DB7ADD991D332D0| |190967259C93D0D745B0279DBE2041504248425842A78488842E093D1212125E4B6| |8F869B21B3537F603AD7F324299E12EFD382A4DE0EB3F2A5DC48D3F945C0A8E3170| |8CE68EF69F3B9B6F538A6DCAC93665BE4D39ECF13FFE20248A| |-------------------------------------------------------------------|
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One problem that jumped out at me immediately is that you're way overslotting most of your toggles for end reduction, and underslotting for resistance/defense. Standard toggles are not going to cause endurance problems, it's your attacks, Dark Regen, and Death Shroud that will get you in trouble. So drop the End and End/Rchg IOs from your armor toggles and go with all the resistance and defense IOs. That'll bring your res/def totals up a bit.
On the other hand, Death Shroud is very underslotted for end reduction--it should have at least 50-60%. I'd recommend adding two Scirocco's slots instead of one, the Dam/End and Acc/Dam/End. If you can't find another slot for it, drop the Erad Damage instead. You'll lose the HP bonus, but that's better than running out of end.
Similarly, all your other attacks are underslotted for damage. I recommend replacing the Mako's Acc/End/Rchg with a level 50 Mako's Acc/End/Dam/Rchg, and replacing the Erad Acc/Rchg in Tremor with and Erad Damage.
Op Gloom is good with just one or two slots, so I think a better use of slots would be to move a slot to Build up and 2-slot Rectified Reticle, which will give you more of a S/L bonus than 5 slots of Razzle Dazzle. That will also free up slots so you can move two to Taunt for the last two Mocking Beratement, and a nice Recharge bonus.
Here's what your build would look like with those changes. Note that with your armor toggles fully slotted, you don't even need the Rectified Reticle bonus to soft-cap S/L defense. So if you like, you could pull the the third slot from Build Up and use to add a sixth slot to Death Shroud.
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: Dark Armor
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(3), RctvArm-ResDam/Rchg:40(5), S'fstPrt-ResDam/Def+:30(5), S'fstPrt-ResKB:30(7)
Level 1: Stone Fist -- 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(11)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(13), RctvArm-ResDam/Rchg:40(13), S'fstPrt-ResKB:30(15)
Level 4: Stone Mallet -- KntkC'bat-Dmg/EndRdx/Rchg:35(A), KntkC'bat-Acc/Dmg:35(15), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), Mako-Acc/Dmg/EndRdx/Rchg:50(19)
Level 6: Heavy Mallet -- KntkC'bat-Dmg/Rchg:35(A), KntkC'bat-Acc/Dmg:35(19), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(21), Mako-Acc/Dmg/EndRdx/Rchg:50(23)
Level 8: Dark Regeneration -- Theft-+End%:30(A), Theft-Acc/EndRdx/Rchg:30(25), Theft-Acc/EndRdx/Heal:30(25), Nictus-Heal/HP/Regen/Rchg:50(27), Nictus-Acc/EndRdx/Rchg:50(27), Nictus-Acc/EndRdx/Heal/HP/Regen:50(29)
Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam:40(29), RctvArm-ResDam/Rchg:40(31), S'fstPrt-ResKB:30(31)
Level 12: Super Jump -- Empty(A)
Level 14: Cloak of Darkness -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx/Rchg:50(33)
Level 16: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 18: Death Shroud -- Sciroc-Acc/Dmg/EndRdx:50(A), Erad-Acc/Dmg/EndRdx/Rchg:30(33), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(36), Sciroc-Dmg/EndRdx:50(37)
Level 20: Fault -- RzDz-Acc/Rchg:30(A), RzDz-EndRdx/Stun:30(34), RzDz-Acc/EndRdx:30(34), RzDz-Stun/Rng:30(34), RzDz-Acc/Stun/Rchg:30(36)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(37), RctvArm-ResDam:40(37), RctvArm-ResDam/Rchg:40(39)
Level 26: Oppressive Gloom -- Stpfy-Acc/Stun/Rchg:50(A)
Level 28: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Rchg+:50(42)
Level 30: Build Up -- RechRdx-I:50(A), Rec'dRet-ToHit:20(40), Rec'dRet-Pcptn:20(42)
Level 32: Soul Transfer -- RechRdx-I:50(A)
Level 35: Tremor -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg/Rchg:30(43), Erad-Dmg:30(43), Erad-Acc/Dmg/Rchg:30(43), Sciroc-Acc/Dmg/EndRdx:50(45)
Level 38: Seismic Smash -- KntkC'bat-Dmg/EndRdx/Rchg:35(A), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Acc/Dmg:35(45), KntkC'bat-Dmg/EndRdx:35(46), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(46)
Level 47: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rng:50(48), Mocking-Rchg:50(48), Mocking-Acc/Rchg:50(48), Mocking-Taunt/Rchg:50(50), Mocking-Taunt/Rchg/Rng:50(50)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(40)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(39), P'Shift-End%:50(45)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1574;742;1484;HEX;| |78DAA5544B4F135114BED307A5654A5BFAE4D5422D94B65069D4C4C7C218C144439| |30A8495DA54BC42A14CC974107165E2D6BD0B43DCFB071431FA7B8CA2FE837ACEFD| |2E65D1A593F6FB66CE9C7BBEF3DDC7545F2E9942BCBE2D0CF36EABD1E9D4D71BD6A| |EB407AB074EC369B62DE113428C22585F92CFA5D591E5A586BD5BBF63EFB5ED947E| |53952D29CB6B4EDB92B88FDCB7B6A52D2DA77C7E63D6DAED56794536F69BD656503| |DDC6B6E6D3BF414504F6BFB523E33F50BC7929D4E7479BFB9595EB6A4BD7554AF36| |3A8EB48F52D4CF35FA7FF61318F4175DAF48D34D5EB8A64159459E0C28493429065| |28A2E0584BEBA1E5123CA8A81878A0657416B8A023B441571422206443C06440210| |312162426418D57354DDADABBB51681822618884213282EA3394EED5E95EFD06E93| |1A4C7502381F4536AC6A7BAE97A7D236E164C45406145633137E78D25154D24147D| |A1517E6DC10F0B0958988085342CA4612149EB3D849EC450972EF1950A0451C01D8| |C1B5C331D56341503451525686408792284BC4F3434A2B523AF9489A933975A879F| |A05F8A7287EADD1CCD4754CF47B4A3DA99764007A01758C443450609C675AB71D5A| |A9B2249DD6A125E73F09A83D75978FD467D8DEA5647DFA8563D34745C0F1D87BD3C| |EC1560AF004BF9004BAB3CD76449B59D7FEFE2BE0BC78ABE53ED8CEE2A838462805| |711BEB2F05F84FFE20F10A6611E5354A2F4199D3E831D308BDD318FDDB180DDB180| |6DF18196794E0BCE41F063508812CC18A529155A00CD52ED3292BDE56D17872EB74| |07BA05D45952668475196266711A38C45485440139EDE79A21FAFC14A5FA4E6D107| |9522868A143CBDB3FB5FD78979AEE55FE583BDCE5063D86078C4F098E1094383E12| |9C32643F7B4373A749D1BBAC17093E116433C4CF096337D7C2086184C8620C33043| |8821CC106518633866E8FAC3BD2F41F72CD0FB8868FFBFFB227F2E2286F1406DD2F| |C86DA707F2FDEB80CBD88A0F9776A7116FB26BCD817A9F445AEF645AEF4452E26FA| |1F9AD42AA7| |-------------------------------------------------------------------|
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Mace also has great synergy with Dark, and is slightly less end-intensive than Stone. Lots of mitigation from the KDs, too.
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Oh, forgot to mention, another option is to go for the Medicine Pool and Aid Self. You'd have to drop one of the current pools--I'd recommend Hasten or CJ--and drop another power, mostly likely SoW or Resurgance, but your preference.
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Quote:Good thing you're above all that, heh?something you have to remember Jayroc is that the forums only represent a small sub-section of the player-base, and many of the posters who work on builds only work on builds that are tuned for min-max performance.
Quote:Depending on what you want to do with your tank will pretty much determine what IO's you take. If you want recharge, go for recharge. If you want defense, go for defense. If you want HP boosts, go for HP boosts.
To the OP, WP/Mace is a fine combo, and not uncommon. It's just that if you don't have an appropriate build on hand, it's a little easier to respond to a request for tweaking an existing build rather than come up with one whole cloth.
Here's a quick common IO build I put together for WP/Mace. I did add two unique set IOs that I think would be particularly useful for you, the Steadfast +Def and the Kismet +Acc. They're a little expensive--though not on the order of a LotG +Recharge--but well worth it, IMO. I used level 35 commons where it made sense to save some influence, but you could use 50s instead. This would also work for a SO build, though in that case you might want to try to find a third slot for Hasten and Build Up.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: War Mace
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: High Pain Tolerance -- Heal-I:35(A), Heal-I:35(3), Heal-I:35(3), ResDam-I:50(5), ResDam-I:50(5), S'fstPrt-ResDam/Def+:30(7)
Level 1: Bash -- Acc-I:50(A), EndRdx-I:50(7), RechRdx-I:50(9), Dmg-I:50(9), Dmg-I:50(11)
Level 2: Fast Healing -- Heal-I:35(A), Heal-I:35(11), Heal-I:35(13)
Level 4: Jawbreaker -- Acc-I:50(A), EndRdx-I:50(13), RechRdx-I:50(15), Dmg-I:35(15), Dmg-I:35(17), Dmg-I:35(50)
Level 6: Indomitable Will -- EndRdx-I:50(A), DefBuff-I:50(17)
Level 8: Air Superiority -- Acc-I:50(A), EndRdx-I:50(19), RechRdx-I:50(19), Dmg-I:50(21), Dmg-I:50(21), Dmg-I:50(50)
Level 10: Taunt -- Taunt-I:50(A)
Level 12: Quick Recovery -- EndMod-I:35(A), EndMod-I:35(23), EndMod-I:35(23)
Level 14: Rise to the Challenge -- EndRdx-I:50(A), Heal-I:35(29), Heal-I:35(29), Heal-I:35(31), Taunt-I:50(31)
Level 16: Fly -- Flight-I:50(A)
Level 18: Mind Over Body -- EndRdx-I:50(A), ResDam-I:35(31), ResDam-I:35(33), ResDam-I:35(33)
Level 20: Heightened Senses -- EndRdx-I:50(A), DefBuff-I:35(33), DefBuff-I:35(34), DefBuff-I:35(34)
Level 22: Clobber -- Acc-I:50(A), EndRdx-I:50(34), RechRdx-I:50(36), Dmg-I:35(36), Dmg-I:35(36), Dmg-I:35(50)
Level 24: Build Up -- RechRdx-I:50(A), RechRdx-I:50(37)
Level 26: Combat Jumping -- DefBuff-I:50(A), Ksmt-ToHit+:30(37)
Level 28: Whirling Mace -- Acc-I:50(A), EndRdx-I:50(37), RechRdx-I:50(39), Dmg-I:35(39), Dmg-I:35(39), Dmg-I:35(46)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(40)
Level 32: Strength of Will -- ResDam-I:50(A)
Level 35: Shatter -- Acc-I:50(A), EndRdx-I:50(40), RechRdx-I:50(40), Dmg-I:35(42), Dmg-I:35(42), Dmg-I:35(46)
Level 38: Crowd Control -- Acc-I:50(A), EndRdx-I:50(42), RechRdx-I:50(43), Dmg-I:35(43), Dmg-I:35(43), Dmg-I:35(46)
Level 41: Boxing -- Acc-I:50(A)
Level 44: Tough -- EndRdx-I:50(A), ResDam-I:35(45), ResDam-I:35(45), ResDam-I:35(45)
Level 47: Weave -- EndRdx-I:50(A), DefBuff-I:35(48), DefBuff-I:35(48), DefBuff-I:35(48)
Level 49: Resurgence -- EndMod-I:35(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Heal-I:35(A), Heal-I:35(25), Heal-I:35(25)
Level 2: Stamina -- EndMod-I:35(A), EndMod-I:35(27), EndMod-I:35(27)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1573;670;1340;HEX;| |78DAA554DB6E1251143D53069161B8B4484B69A15068CBAD08D1C65E34C6584D4C4| |AD268A32F6A33E2911209102051DFFC007FC10F31FE8EF7FB0F18DCFBAC53CA8447| |2799B566F6ACBDF6D97BE64CFDE5BE2DC4EBEBC2B06FB69DC1E0F8C8E93C977D6FD| |D69B61AC22784882372BC2F9FC9CE40561EB4DAED5EF785ECC7F483BA6C4B0A3B74| |E534E4EC9DCE89ECCBCEB0727A1138EC76DB95DBED56F36468ABEB03E9F45A9DA6A| |56EEEF5A47C1A848625F4207AABD76A546EF41BC356834C0743D97F15A7A56CD1F9| |C14F60D029465E91235A15332E32CB44B5533AB740DAA4D8B2843E46A648E04946D| |1F91228A9C8027DA222068ACC18B0B54036E80AF979E0E7F5C0CF865F087EA1A4D2| |454035D067B2F5C2D6F0421E49A12E4DDAA7FD7CF09B83600E7E17929354036DD32| |AFCC812FE9A0A7DA5FB805E7920ADAACEBBE80B0982AAB79119448965F4A429A509| |7E015A555897086755E82339CCA28467160EA9B2CA49BBE81BE9A25A17852E9D524| |F322EDAA52E62BAF7187ACF409E45EF594C2FEB9AE50E652D20CB58802E079AA725| |2FEA292F62BCB9BF82BF823DCA59D295965029874AEB485D87B7A64DD0AA8F73E19| |7846E03F4833A5CD1C359C1F776D5E214945845898DCC644E01A60557896B94B5A6| |B3D690554056115945E88AAE2C831696D7E5F3C8F250A8A4675E8243196FC34D26E| |92A5A5781EE22DE869BBE5387555DA28A0F68D91C6F25A1B7D2C1646853850E4DBD| |4B2964E8CECDF1CEFDAFE39D7D5ACD7F97B7F511C321C37D86870C8F181E33380C4| |F181A0CA3F7E3ECF0362F68876197618F21162178C34A5F8020C060330419420C61| |8608439421C1F09661E48F8CFF0AA39FD6F817220CCCE4D76428AF42BFADA91F4DD| |C457F260578010917552767CFE311C5A9486D2A72792A72692A7236F17F38750138| |-------------------------------------------------------------------|
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Quote:It's too bad you were told that, because you certainly shouldn't have to give up survivability for damage, especially with the addition of IOs, you can have both quite easily.thanks for the advice.. I think i'm gonna go with your build Finduilas..
my comment about the "tanks are damge dealers" was because in another thread i was told to gut my "meat-shield" ability on a Inv/SS for the sake of damage.. on the Inv/SS i didn't take hasten or Rage because i was having massive problems with the end crashes.. he's 32 and doing amazingly well even solo.. he's slow but very survivable.. unlike how this guy was doing
However, I wouldn't recommend anyone skip Rage, simply because SS is built around Rage, and its damage is sub-par if you don't take it. (OTOH, Hasten is certainly a playstyle preference, IMO.) I would never play a Rage-less SS tank--I like dealing damage and my tanks solo a lot--but I suppose if a player is really okay with doing low damage I could understand why they'd want to do it. -
The biggest issue I see is that you're wasting a ton of slots overslotting your toggles, and that is not going to make you more than a fraction more durable. You could easily drop the two Red Fortune slots from each defense power and only miss a fraction of defense, almost all of the enhancement those slots provide has been eaten up by the ED limit.
You may think of your tank as primarily a meatshield, but tanks are given attacks for a reason, and the slots you are wasting on your toggles would do you much more good in your attacks. Specifically:
As I mentioned above, drop the Red Fortunes from all three defense powers, the enhancement is WAY over the ED cut-off and the RF 2-slot bonus is crap, besides.
Beheader and Gash each could use another two slots. If you really want to beef up your defense, slot Smashing Haymaker plus another set IO instead of the PFs. The SH set in Swoop also needs another slot, as is it's underslotted for accuracy and damage.
Take the Numina Regen/Recovery out of Hoarfrost and put it in Health instead. In Hoarfrost it'll only work when Hoarfrost is clicked and 2 minutes afterward; in Health it'll be always on. I prefer Doctored Wounds in Hoarfrost, but 5 Numina will work as well.
Chilling Embrace is also way overslotted. The Taunt Duration aren't needed at all, and at most I'd slot one end reduction and one Slow if you're not going with a set.
There are a some cheap Taunt sets that have great defense bonuses, Mocking Beratement, for instance. I'd 6 slot it if possible, or 4 slot it if you're short on slots.
Put a defense IO or LotG +recharge in CJ. It's also a good place for the Kismet +acc.
I'm not at all surprised you're having endurance problems, almost none of your attacks are sufficiently slotted for end reduction. Oblit is NOT a good set for an Ice tank, the 6 slot S/L def bonus is the same as Smashing Haymaker's 4 slot bonus, and Oblit is very low in end reduction, which is particularly a problem for Icicles. Slot Eradication in all three AoEs for the E/NE def instead--3 or 4 Erad plus two IOs from another set to provide end reduction is ideal.
Those 6 Aegis slots are completely unneeded in Permafrost, like the defense toggles, you're way over the ED cut-off. If you want to slot it, 3 slot Aegis for the F/C bonus and leave it at that. In contrast, Tough, which has a much higher base resistance, is very underslotted. Drop the Steadfast Def/End and KB prot (which is unnecessary for Ice) and add another 3 slots of Aegis.
Energy Absorption should ideally be slotted to the ED cut-off for three things: end mod, recharge, and defense. I'd recommend 3 slots each of high level end mod and defense sets, heavy on the recharge.
Hibernate no longer benefits from recharge enhancements, so pull two of those slots and slot it with a Heal or End Mod in the base slot.
Here's your build with the changes I recommended. It's still way over the soft-cap for S/L/E/NE, but now your attacks are fully slotted, including for end reduction. Personally I think this amount of defense is overkill, since you'll have EA in your back pocket, but if you want high defense this is a better way to do it than in your current build. You could add some recharge to this build by slotting some LotG +Recharges, and using Doctored Wounds instead of Numina. Since you're over the soft-cap for S/L, replacing one of the Smashing Haymaker sets with 5 slots of Crushing Impact would work, too.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Magnus Iceblood: Level 50 Natural Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Battle Axe
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(3), GftotA-Def:40(5), GftotA-Def/EndRdx:40(17)
Level 1: Beheader -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(7), S'ngH'mkr-Dmg/Rchg:35(9), S'ngH'mkr-Dmg/EndRdx/Rchg:35(19), Mako-Acc/Dmg/EndRdx/Rchg:35(19)
Level 2: Hoarfrost -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(3), Numna-Heal/Rchg:50(5), Numna-Heal/EndRdx/Rchg:50(21), Numna-Heal:50(21)
Level 4: Gash -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(7), S'ngH'mkr-Dmg/Rchg:35(9), S'ngH'mkr-Dmg/EndRdx/Rchg:35(34), Mako-Acc/Dmg/EndRdx/Rchg:35(37)
Level 6: Chilling Embrace -- EndRdx-I:50(A), Slow-I:50(11)
Level 8: Wet Ice -- EndRdx-I:50(A)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(11), Mocking-Taunt/Rchg/Rng:50(13), Mocking-Acc/Rchg:50(13), Mocking-Taunt/Rng:50(17), Mocking-Rchg:50(36)
Level 12: Combat Jumping -- DefBuff-I:50(A), Ksmt-ToHit+:30(37)
Level 14: Icicles -- Erad-Dmg/Rchg:30(A), Erad-%Dam:30(36), Erad-Acc/Dmg/Rchg:30(45), Erad-Acc/Dmg/EndRdx/Rchg:30(45), Sciroc-Dmg/EndRdx:50(45), Sciroc-Acc/Dmg/EndRdx:50(46)
Level 16: Super Jump -- Jump-I:50(A)
Level 18: Kick -- Acc-I:50(A)
Level 20: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
Level 22: Glacial Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(27), GftotA-Def/EndRdx:40(27), GftotA-Def:40(33)
Level 24: Permafrost -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(29), Aegis-ResDam:50(29)
Level 26: Energy Absorption -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(31), P'Shift-EndMod/Acc/Rchg:50(31), LkGmblr-Def/Rchg:50(31), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Def:50(40)
Level 28: Swoop -- 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:35(37)
Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:50(40), Aegis-ResDam/EndRdx/Rchg:50(46), Aegis-ResDam:50(50)
Level 32: Hibernate -- EndMod-I:50(A)
Level 35: Cleave -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(42), Erad-Acc/Dmg/Rchg:30(42), Erad-Acc/Dmg/EndRdx/Rchg:30(42), M'Strk-Acc/Dmg/EndRdx:50(43)
Level 38: Pendulum -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), M'Strk-Acc/Dmg/EndRdx:50(40)
Level 41: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(43), GftotA-Def/EndRdx:40(48), GftotA-Def:40(48)
Level 44: Chilblain -- Dev'n-Hold%:50(A), Dev'n-Acc/Dmg/EndRdx/Rchg:50(46)
Level 47: Ice Blast -- Dev'n-Acc/Dmg/Rchg:50(A), Dev'n-Dmg/EndRdx:50(48), Dev'n-Acc/Dmg/EndRdx/Rchg:50(50)
Level 49: Ice Storm -- TmpRdns-EndRdx/Rchg/Slow:50(A), TmpRdns-Acc/EndRdx:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Heal-I:50(A), Heal-I:50(15), Heal-I:50(15), Numna-Regen/Rcvry+:50(36)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(23), EndMod-I:50(23), P'Shift-End%:50(43)
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Glad to help. The only part of 6th slot bonus for PF that would be of any help to you is the 1.56% F/C defense. Two reasons why it's not worth it: F/C defense is a lot rarer, and therefore should be a much lower priority than S/L and E/NE defense. Also, if you want F/C defense, a much better way to get it is to round up another couple of slots for ResEn and 3 slot Aegis there, which will give you 3.13% F/C def--twice the bonus in half the slots.
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Quote:Yes, I was going to point out that you shouldn't have any Rage downtime.yeah i tried to focus on endurance reduction where i could because of how quickly my blue bar dies right now. i guess with the alpha slot for endurance reduction, that might not be a problem at 50. but 36-50 is a long time.
also, as far as gaussians in rage, i will have some downtime when i dont have rage on. but invincibility will be on all the time, thats why i thought it better to put it in inv. but then again i dont know how long the rage downtime is, so if its not long then maybe it's better.
edit: i see, with all the lotg you put in, rage is now perma.
If you're having endurance problems, it is unlikely that your toggles are the chief cause--it is much, much more likely that attack slotting/usage is the culprit. Not having the Oblit set will help, since its notoriously low in end reduction, as will having well slotted Stamina and Physical Perfection. I don't know how the attacks in your current build are slotted, but in the one I posted they all have 50-60% end reduction, which certainly should be sufficient. -
Quote:I wouldn't slot Boxing unless a) you actually plan to use it, or b) you need it as a set mule; otherwise it's a waste of slots, IMO. I'd slot all my regular attacks for set bonuses first, then use Boxing if necessary.ah i think i see where i've gone wrong. boxing needs a set with defense too. i got greedy for recharge but with another 3.75% this would be even closer to where it should be.
In general, your build is quite a bit better, though there are still several things I'd recommend changing. From the top:
You need to slot a Steadfast +Def; it has the same defense bonus as the GA unique, but at a fraction of the cost. Put it in any resistance power.
Fully slotting an attack with a Taunt set isn't a good idea, IMO, since it leaves it unslotted for Damage. Put another Kinetic Combat set there for the 3.75% S/L defense bonus.
All your Kinetic Combat sets are underslotted for accuracy and damage. The KD proc is nice, but it doesn't provide any enhancement. Either add a sixth slot to those attacks or drop the KD proc and add a set IO like the Mako's quad.
The Impervium Armor Psi resist IO is a waste of money, IMO. You have less than 10% Psi resistance which is essentially useless. I'd put another RA set in RPD if you can afford the slots.
As I mentioned above, unless you are going to use Boxing regularly, (and I wouldn't) use it as a set mule or leave it at the base slot.
TI, UY, Tough and Weave are all very overslotted for end reduction and underslotted for resistance/defense. Drop the RA Endurance IO for the Res/Rchg and drop the fifth slot from Tough entirely. Instead of Serendipity in Weave, slot LotG Def, Def/End, Def/End/Rchg and +Recharge. That way you will get the bonuses you want, be fully slotted for res/def, and adequately slotted for end reduction.
The Unbounded Leap Jump IO gives exactly the same enhancement value as a common Jump IO. Use whichever is cheaper.
Using a Gaussian's set is fine if you can spare the slots, but putting it in Invinc is a very bad idea--it doesn't enhance Invinc for Defense. Put the Gaussian's set in Rage instead, then 4-slot Invinc with LotG, same as Weave. If you have the slots to put the two Rectified Reticle in Invinc, go ahead.
Tough Hide is way, way overslotted--it's a passive, after all! Either 3 or 4 slot it with LotG.
Stamina is overslotted; I'd pull the End Mod/Acc/Rchg and use it elsewhere if you need it.
Like the Impervium Armor Psi resist, the Aegis Psi resist is a waste, IMO. If you're leaving ResEn single slotted, use a common resist IO or the Steadfast +Def.
Here's what I would do with your build; it's soft-capped to S/L def with one in range of Invinc. Since I didn't need the Oblit set to soft-cap S/L, I swapped it out for an Eradication set that both gives you some additional E/NE defense, and opens a slot for the Force Feedback +Recharge proc.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
godaime1: Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(48), Mako-Acc/Dmg/EndRdx/Rchg:50(48)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(40), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(42)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(5), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 4: Temp Invulnerability -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx:40(7), RctvArm-ResDam:40(7), RctvArm-ResDam/EndRdx/Rchg:40(9)
Level 6: Dull Pain -- Panac-Heal/EndRedux:50(A), Panac-EndRdx/Rchg:50(9), Panac-Heal/Rchg:50(11), Panac-Heal/EndRedux/Rchg:50(11), Panac-Heal:50(13)
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(17), Mako-Acc/Dmg/EndRdx/Rchg:50(17)
Level 10: Boxing -- Acc-I:35(A)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
Level 14: Tough -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx/Rchg:40(29), RctvArm-ResDam:40(42), RctvArm-ResDam/EndRdx:40(43)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam:40(27), RctvArm-ResDam/Rchg:40(27)
Level 18: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(39), GSFC-ToHit/Rchg/EndRdx:50(43), GSFC-Rchg/EndRdx:50(46), GSFC-ToHit/EndRdx:50(48), GSFC-Build%:50(50)
Level 20: Weave -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/EndRdx/Rchg:40(37), LkGmblr-Def:40(39), LkGmblr-Rchg+:40(39)
Level 22: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(23), Ksmt-ToHit+:30(36)
Level 24: Super Jump -- Jump-I:50(A)
Level 26: Aid Other -- IntRdx-I:50(A)
Level 28: Aid Self -- IntRdx-I:50(A), IntRdx-I:50(29), Numna-Heal/Rchg:50(34), Numna-Heal/EndRdx/Rchg:50(37), Numna-Heal:50(37)
Level 30: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(31), LkGmblr-Def:50(31), LkGmblr-Rchg+:50(40), Rec'dRet-ToHit:20(45), Rec'dRet-Pcptn:20(50)
Level 32: Foot Stomp -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(33), M'Strk-Acc/Dmg/EndRdx:50(33), M'Strk-Dmg/EndRdx/Rchg:50(34), FrcFbk-Rechg%:50(34)
Level 35: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(36), LkGmblr-Rchg+:50(36)
Level 38: Unstoppable -- GA-3defTpProc:50(A)
Level 41: Superior Conditioning -- Efficacy-EndMod/Acc:50(A), Efficacy-EndMod:50(43), Efficacy-EndMod/EndRdx:50(46)
Level 44: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(45), P'Shift-EndMod/Acc:50(45), P'Shift-End%:50(46)
Level 47: Resuscitate -- RechRdx-I:50(A)
Level 49: Resist Energies -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(50)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Panac-Heal/+End:50(13), Mrcl-Rcvry+:40(31)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-EndMod/Rchg:50(23)
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Quote:Sure, here's his I19 build. I don't have everything yet--still saving for the Cytoskeletons. A GotA or LotG set would be fine there instead. I have the Medicine pool for concept reasons, but you could easily substitute Energy Mastery instead. I also didn't get CJ because I didn't have enough open pools, but I would recommend it if you do--it adds approximately 3% defense to all, which would make it even easier to soft-cap S/L/E/NE.I'd like to take a look at your inv/mace tanker build and see what you did differently.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Watcher's Hand: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: War Mace
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
Level 1: Bash -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(7), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(33)
Level 2: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-Heal/EndRdx(11), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13)
Level 4: Jawbreaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(46)
Level 6: Fly -- Flight-I(A)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17)
Level 10: Taunt -- Mocking-Taunt/Rchg/Rng(A), Mocking-Acc/Rchg(11), Mocking-Taunt(15), Mocking-Taunt/Rng(21), Mocking-Rchg(36), Mocking-Taunt/Rchg(46)
Level 12: Boxing -- Acc-I(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 16: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(37), RctvArm-ResDam(37), RctvArm-ResDam/EndRdx/Rchg(45)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(27)
Level 20: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(21), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(36)
Level 22: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(33), Dsrnt-I(45)
Level 24: Aid Other -- Dct'dW-Heal/Rchg(A)
Level 26: Aid Self -- IntRdx-I(A), IntRdx-I(33), Numna-Heal/EndRdx/Rchg(34), Numna-EndRdx/Rchg(34), Numna-Heal/Rchg(36)
Level 28: Whirling Mace -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg/EndRdx(46)
Level 30: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(39), Ksmt-ToHit+(39)
Level 32: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), ResDam-I(37)
Level 35: Shatter -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Dmg(40), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg/EndRdx(40)
Level 38: Crowd Control -- Erad-Acc/Dmg/Rchg(A), Erad-Dmg/Rchg(43), Erad-Acc/Dmg/EndRdx/Rchg(43), Sciroc-Dmg/EndRdx(43), Sciroc-Acc/Dmg(45)
Level 41: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(42), RechRdx-I(42)
Level 44: Resuscitate -- RechRdx-I(A)
Level 47: Char -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Acc/Dmg/Rchg(48), BasGaze-Rchg/Hold(50), BasGaze-EndRdx/Rchg/Hold(50)
Level 49: Resist Energies -- ResDam-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(42), Numna-Heal(50)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(9), P'Shift-End%(48)
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This is a great combination; I have a DA/Mace tank that's about to ding 50 and she's one of my favorites.
As for skippable powers, I'd say Bash or Pulverize, your preference, though having Hasten or recharge bonuses would be helpful if you go that route. Taunt is certainly skippable if you're not inclined toward tanking or just don't like it.
In DA, though I wouldn't say you'd be gimping yourself exactly by skipping Op Gloom, you would be missing one is one of the big selling points of the combo IMO, the fact that Op Gloom + Clobber will Stun anything up to an EB. If you really hate the Stun wander I guess you could skip it, but it is super useful as a damage mitigation tool.
Cloak of Fear is definitely optional, especially because its endurance and slot needs are so high. It is useful in the late levels for mobs that are stun and KD resistant, but otherwise I wouldn't bother.
I agree with Valorin on Cloak of Darkness. If you're not planning on taking CJ or want to build defense, take it. Otherwise, it's optional, though the +percep and +stealth are nice to have.
As I said, Mace/DA is a great combo, so have fun with it!
P.S. I never take Soul Transfer on my DA characters, but I know others love it. If you like self-rezes, take it, but it's certainly not essential. -
Do you have a specific goal for your build other than being more team-friendly? Probably the most common IO route for Invul tankers these days is to increase the amount of available defense by using pool powers and IOs, which would definitely help team-wise, since you'd be better able to stand up to the larger spawns you'll face on teams.
I notice that your current build seems to be oriented toward getting Psi resistance. That's one route to take, but IMO and that of a lot of other Invul tankers, it's not as useful as increasing the damage mitigation to other types of damage that are much, much more common than Psi.
In general, your slotting seems a little inconsistent. You have some powers like Invinc that are overslotted, and others like RPD and DP that are underslotted. (You're a few percentage points from the resist cap for S/L, which isn't hard to reach as a rule.) Similarly, Bash is very underslotted, though many of the other attacks are 6-slotted, including the APP attacks. One of the advantages of IOs is that you can fully slot attacks with 5 slots if you need to, and since the addition of Bruising to Tank's T1 attacks they are really worth using and slotting fully.
Although your power selection and order are generally good, I'd recommend dropping Focused Accuracy in favor of CP, and perhaps one of the other Energy Mastery powers. FA is a huge end hog, so if you're going to use it it needs much more end reduction than you have slotted. I think getting CP and using the Kismet +Acc and the Rectified Reticle +Percep is a much better way to go. I think you should also consider picking up either CJ or Build Up, instead of a the second APP attack.
So, bottom line, my question is, are you looking for tweaks or an overhaul? I have a level 50 Invul/Mace too, and his build looks very different than this one. It's quite doable to build a highly survivable Invul/Mace build that will work as well on teams as solo, but I think the way to go is overall defense rather than a Psi specialist. Let me know if that's the route you want to take. -
Do you have all those PvP recipes yet? Because I really don't think you need them, and there's certainly no need to six-slot powers like TI and Invinc; 4 is usually plenty.
Here's some general slotting suggestions:
Reactive Armor in all your resistance powers, up to the limit of 5. If you can afford GA +def, that's great, but the other GA pieces aren't doing that much for you.
LotG in your defense powers; IMO Shield Wall isn't worth the infamy, not even the 3% resist unique. Tough Hide should be at least 3 slotted, it provides as much defense as Weave. I'd recommend LotG Def, Def/End, Def/End/Rchg, +Recharge.
Aid Self needs at least 4 or 5 slots. I'd recommend 2 Interrupt Reduction plus 3 Healing set IOs of your choice. (Put that +Regen/Recovery in Health!)
Punch needs a slot from another set that provides some accuracy and damage, KC sets are light on those. I'd put another set of Kinetic Combat in KoB and possibly Haymaker so you can get close to the S/L def soft-cap. (KC has twice the s/l def bonus as ToD!)
Invul does NOT need additional KB protection, so drop that Steadfast -KB.
As I mentioned earlier, Focused Accuracy is a huge end hog, so I'd recommend skipping it and staying with SC and PP. Pick up ResEn in the final slot. You can replace the +percep and +tohit by slotting the Rectified Reticle +percep and Kismet +Acc instead.
I think you'll get a better build for a LOT less infamy this way than loading up on PvP IOs. -
Thanks, I hope you're right, another day would be very helpful!
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Has there been an announcement of the exact date we will be getting the second freespec?
I know the original announcement said "8 days" but depending on whether you count from Nov. 30 or Dec. 1, that could be either tomorrow the 7th or Wednesday the 8th.
Sorry if this seems unduly nitpicky, but I'm trying to squeeze in respecs for my last few chracters and it would be helpful to know how much longer I have to get them in! -
One unexpected side benefit of I19 for me is that as I've added +defense powers to some of my characters, (CJ, Weave) I've been able to pull some Kinetic Combat sets that are no longer needed. (Also bought when prices were much, much lower, BTW.) So far I've "liberated" four complete sets, which will be a huge help in kitting out new characters.