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Posts
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Yes, I remember those days too, when Reactive Armor recipes were barely above vendor trash.
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Just out of curiosity, is the posted build your current build or what you're thinking about changing it to? I'm kinda boggled by the amount of infamy you must have spent if you actually have all those PvP IOs.
There's nothing wrong with your power picks, though you could put together a more rounded, more survivable build for far, far less infamy. BTW, you aren't even close to the resistance cap except for S/L resistance, and you're 20% below that. (Damage resistance caps at 90% for brutes.) Most players feel that building for resistance bonuses is pointless, since it's very difficult to get an appreciable amount that way without crippling yourself and/or spending a ridiculous amount.
There's nothing wrong with taking the taking the Medicine pool for concept, I did the same thing on my main, an Invul tank. Though putting the Numina +Reg/Rec in Aid Self is a bad idea since it'll only be on when Aid Self is. Put it in Health instead. As I said, your power choices are fine, though I'd skip Focused Accuracy entirely--it's a huge end hog--and pick up ResEn instead.
If this isn't your current build, if you post that we might be able to figure out what's causing your endurance problems. -
I'm guessing that you mean by using the Aegis and Impervium Armor +Psi resist IOs. While it's true that you can get Psi resistance with them by using a single IO instead of several, at 3% resistance apiece that's still a lot of slots devoted to that purpose that most Invul tanks could use for something else. I certainly never have even 2 or 3 slots to spare, let alone the 10-15 that would be needed to get Psi resistance up to useful levels with those IOs.
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Quote:Can't remember a single time outside of early level Vahzilok that I've had serious issues with toxic damage. Even then, I'd think that well-slotted Hoarfrost would be as good or better damage mitigation than 30% toxic resistance. And at least that form of mitigation will be available for other damage types too.Well, considering the build had 35% def outside of EA, I'm inclined to agree with you. However, it's also giving toxic resistance as well, and a nasty experience recently kinda convinced me that having more than just cursory toxic resist is a Good Thing.
My immediate response would be to scale back to a pair of Res/Rech and Res/End, then two Heal/Rech and the Def unique.
EDIT: I didn't remember how much Toxic resist Ice had to begin with, so I pulled those slots in Mid's to get the answer, 20%. So slotting Hoarfrost for resist instead of heal/recharge means underslotting one of the best powers in the set for a lousy 10% additional toxic resist. Totally not worth it, IMO. -
Quote:You're right that positional defense won't be useful. However, slotted Invinc gives about 23% defense with 10 foes in range, and slotted Tough Hide gives around 8% total. Not close to 70%, but since 45% is the soft-cap, a very good start.Dusted off my old Invulnerability/EM tanker earlier for a freespec. all his old IO's were done back when IO's first came out and i dont know what i was doing.
What should i slot him for now though?
I think i'm right in saying positional defence isnt useful for him, as Invincibility reaches 70% for typed defence, so slot for that? try get him up to defence cap?
Probably the most common IO goal for Invul tanks is to try to get to the soft-cap of 45% for S/L/E/NE with one foe in range of Invinc, using pool powers and IO bonuses. F/C and Psi def are also useful, though less of a priority.
Quote:or resistance? s/l is capped as standard with Tough, Energy's a bit weak go for that?
Quote:Build that psi res/defence up? -
Well, I will say you've overcome the problem of underslotting toggles, at least some of them.
Hmm, where to begin. I'm honestly a little baffled by all the six-slotted powers; most defense, resistance and heal passives and toggles don't need more than 3 or 4 slots, unless they're like HPT, which can (and should be) slotted with both Heal and Resistance. You've got several powers (RttC, Fast Healing, Quick Recovery, Mind Over Body) that are extremely overslotted and many underslotted; because of ED limitations generally slotting more than 4 in those powers is just wasting slots. Mouse over QR, for instance, and look at the red number. You're slotting QR to 143%, but because of ED, you're only getting 101%. Two or three of those slots could be used to help fully slot Tough, for instance.
Also, you seem to be aiming for defense bonuses, but this build isn't slotted for the defense type you need most, S/L defense. WP comes with a considerable amount of E/NE/F/C def, but quite a bit less S/L defense. Since S/L damage is by far the most common type, I strongly recommend that you look for sets that give you S/L defense bonuses.
You also have a lot of extremely expensive purple and PvP IOs. If you have the money and really want to spend it that way, fine, but PvP and purple IOs are not the most effective means to build a good WP tank.
Since it would take too long to go through power by power, I'm going to do something I rarely do, and that's post a build of my own. This is for a WP/DB tank, but it should give you a better idea of how to slot powers and what sets to look for. I used Gift of the Ancients for the defense powers, but Luck of the Gambler would be a good choice if you have the influence to spend on +Recharge IOs. Also note that I didn't get Physical Perfection; it isn't really necessary if you have both Stamina and Quick Recovery.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Rashemen Ranger: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Dual Blades
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(3), Heal-I:50(5), ResDam-I:50(5), S'fstPrt-ResDam/Def+:30(42), ResDam-I:50(42)
Level 1: Nimble Slash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(29), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
Level 2: Fast Healing -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(7), Numna-Regen/Rcvry+:50(9), Numna-Heal:50(34)
Level 4: Ablating Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(29), Mako-Acc/Dmg/EndRdx/Rchg:50(31)
Level 6: Indomitable Will -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(11), Ksmt-ToHit+:30(13)
Level 8: Rise to the Challenge -- Mrcl-Heal/EndRdx:40(A), Mrcl-Heal:40(9), Mrcl-Heal/Rchg:40(13), Mrcl-Heal/EndRdx/Rchg:40(15), Taunt-I:50(15)
Level 10: Power Slice -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(11), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(21), Mako-Acc/Dmg/EndRdx/Rchg:50(31)
Level 12: Quick Recovery -- EndMod-I:50(A), P'Shift-EndMod:50(17), P'Shift-End%:50(17)
Level 14: Fly -- Flight-I:50(A)
Level 16: Typhoon's Edge -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(34), Erad-Acc/Dmg/Rchg:30(34), Sciroc-Dmg/EndRdx:50(36), Sciroc-Acc/Dmg/EndRdx:50(36)
Level 18: Taunt -- Mocking-Rchg:50(A), Mocking-Taunt/Rchg:50(39), Mocking-Taunt/Rchg/Rng:50(45), Mocking-Acc/Rchg:50(46)
Level 20: Blinding Feint -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(37), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
Level 22: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam:40(25)
Level 24: Heightened Senses -- GftotA-Def/EndRdx:40(A), GftotA-Run+:40(25), GftotA-Def/EndRdx/Rchg:40(27), GftotA-Def:40(27)
Level 26: Combat Jumping -- DefBuff-I:50(A)
Level 28: Vengeful Slice -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(40), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(33)
Level 32: Strength of Will -- ResDam-I:50(A)
Level 35: Sweeping Strike -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(39), Sciroc-Dmg/EndRdx:50(40), Sciroc-Acc/Dmg/EndRdx:50(42)
Level 38: One Thousand Cuts -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(43), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(46), Oblit-%Dam:50(46)
Level 41: Resurgence -- RechRdx-I:50(A)
Level 44: Boxing -- Acc-I:50(A)
Level 47: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(48)
Level 49: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Run+:40(50), GftotA-Def/EndRdx/Rchg:40(50), GftotA-Def:40(50)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A), Empty(45), Empty(45)
Level 1: Gauntlet
Level 0: Ninja Run
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Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 28.6% Defense(Smashing)
- 28.6% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 11.8% Defense(Energy)
- 11.8% Defense(Negative)
- 3% Defense(Psionic)
- 18.6% Defense(Melee)
- 7.38% Defense(Ranged)
- 3% Defense(AoE)
- 9% Max End
- 12.5% Enhancement(RechargeTime)
- 9% Enhancement(Accuracy)
- 11% Enhancement(Heal)
- 5% FlySpeed
- 210.8 HP (11.3%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 16%
- MezResist(Stun) 2.2%
- 6.5% (0.11 End/sec) Recovery
- 42% (3.29 HP/sec) Regeneration
- 5% Resistance(Fire)
- 20% RunSpeed
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Hyper, IMO it makes no sense to slot Hoarfrost for resistance. Honestly, increasing the amount of F/C def is not worth gimping what is one of Ice's key powers. Heal and Recharge are the way to go, though it is a good spot for the Steadfast +Def.
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Quote:Not true. Mako's gives 3.75% defense to Ranged damage, but just half that much to E/NE, 1.88%. Besides, S/L damage is by far the most common in the game, so it should be a priority to soft-cap S/L defense. However, as I mentioned earlier, an Ice tank should easily be able to soft-cap both S/L and E/NE defense.Mako's isn't in my AoEs its in my Melee attacks. Smashing haymaker would give me 1.88 to S\L, but Makos gives me 3.75 to my E\N, which I'm happy with.
Quote:I did not get a Steadfast +def, but I might put that in one of my powers, and have only a 4 slotted aegis, since the +3 Global Defense would be nice.
Quote:My PbAoE is not Eradication, but it is Scirrocco's dervish which gives me the same bonuses to defense.
Quote:I may or may not *need* 2 end redux in my toggles, but I'm running like 6 toggles on this guy at the moment, that's a lot of End drain, and this character has always been heavy on end drain, so I want those there.
I'd still recommend that you post your build; if you're having signficant endurance problems after getting EA, something is amiss with your slotting. -
You're on the right track, but some of the sets you're using (Mako's, Oblit) are better for positional defense than typed. Kinetic Combat gives twice the S/L def in 4 slots that Oblit does in six; likewise Eradication gives 60% more E/NE def in 3 slots that Mako's does in 6. Yes, Kinetic Combat sets are expensive, but Oblits are too, and KCs are far more useful for an Invul build.
Here's your build with some slotting changes. I also pulled some slots from Physical Perfection, which was overslotted, to add a slot to Tough Hide and put some slots aside for Health and Stamina. Personally, I'd pull the second slot from SJ and put it in Health since the BotZ bonuses are so pitiful now for typed def, but that's up to you.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Nerrai: Level 50 Technology Brute
Primary Power Set: War Mace
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Pulverize -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(21)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(11), S'fstPrt-ResDam/Def+:30(11)
Level 4: Jawbreaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(19), Mako-Acc/Dmg/EndRdx/Rchg:50(19)
Level 6: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(13), Dct'dW-Heal/Rchg:50(13), Dct'dW-Heal/EndRdx/Rchg:50(15), Dct'dW-Heal:50(15)
Level 8: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 10: Clobber -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(23), Mako-Acc/Dmg/EndRdx/Rchg:50(25)
Level 12: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(27), Zinger-Taunt/Rchg/Rng:50(27), Zinger-Acc/Rchg:50(29), Zinger-Taunt/Rng:50(29), Zinger-Dam%:50(31)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(31)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(33)
Level 18: Whirling Mace -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(34), Erad-Acc/Dmg/EndRdx/Rchg:30(34), Sciroc-Dmg/EndRdx:50(34), Sciroc-Acc/Dmg/EndRdx:50(36)
Level 20: Build Up -- RechRdx-I:20(A), Rec'dRet-ToHit/Rchg:20(50), Rec'dRet-Pcptn:20(50)
Level 22: Boxing -- Acc-I:50(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(36), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam:40(37)
Level 26: Shatter -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(37), Erad-Acc/Dmg/Rchg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg/EndRdx:50(39)
Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(40), HO:Cyto(40)
Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(40), LkGmblr-Def/Rchg:50(42), LkGmblr-Def:50(42)
Level 32: Crowd Control -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/EndRdx:50(42), C'ngBlow-Dmg/Rchg:50(43), Erad-Acc/Dmg/EndRdx/Rchg:30(43), Erad-Dmg/Rchg:30(43), Erad-Acc/Dmg/Rchg:30(45)
Level 35: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(46), LkGmblr-Def/EndRdx:50(50)
Level 38: Hasten -- RechRdx-I:50(A), RechRdx-I:50(46)
Level 41: Superior Conditioning -- EndMod-I:50(A)
Level 44: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:50(45), P'Shift-EndMod/Rchg:50(45)
Level 47: Unstoppable -- RechRdx-I:50(A)
Level 49: Resist Energies -- ResDam-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A), Empty(25)
Level 2: Rest -- Empty(A), Empty(46), Empty(48)
Level 1: Fury
Level 0: Ninja Run
Level 2: Increase Jump Speed -- Empty(A)
Level 2: Increase Perception -- Empty(A)
Level 2: Increase Recovery -- Empty(A), Empty(48), Empty(48)
Level 2: Increase Run Speed -- Empty(A)
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Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 24.3% Defense(Smashing)
- 24.3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 19.3% Defense(Energy)
- 19.3% Defense(Negative)
- 3% Defense(Psionic)
- 13.6% Defense(Melee)
- 12.1% Defense(Ranged)
- 3% Defense(AoE)
- 5.4% Max End
- 9% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 32.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 196.8 HP (13.1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 12.7%
- MezResist(Terrorized) 4.95%
- 20% Perception
- 1% (0.02 End/sec) Recovery
- 50% (3.13 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 5% RunSpeed
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For E/NE defense, Eradication in your AoEs is a much better choice than Mako's Bite, BTW. Try 3 Erad plus another couple of IOs from Scirocco's or Multi Strike.
Ice *should* be able to soft-cap S/L/E/NE easily, so I'm surprised your S/L defense is so low. Did you get a Steadfast +def or try Smashing Haymaker in your ST attacks?
I'd recommend posting your build; I'm certain we could get you to the soft-cap for S/L/E/NE and improve your overall stats. (BTW, other than Icicles, your toggles do *not* need 2 end reduction, so use those slots elsewhere) -
Thanks for the warning, I'll keep it in mind the future.
Slightly embarrassing confession; once I realized that I only needed one arc to unlock the powers, I compared the patron arcs and decided to do GW instead. It wasn't that long, either, and looked more interesting.
I was able to finish it last night, respeced, and picked up Gloom and Dark Oblit. I can tell already I am going to like them very much.
Thanks again for the help! -
I completely agree that it would be not be a good choice for the OP, but Aid Self isn't *that* bad. I even still have it on my main tank, though that's for concept reasons.
Back before inventions, it was arguably a reasonable alternative to trying to use what limited options were available at the time to increase defense and resistance. Now, since it's possible to soft-cap on many builds, defense is clearly the better alternative. And that goes double for DM/Invul, which already has two quite good heals available to it. -
IMO, with the current availability of defense bonuses and defense pool powers, increasing defense is the single most effective tactic you can use to increase survivability for a Invul character.
As OABAAB mentioned, Invul relies very heavily on defense for mitigation, especially for non-SL damage, and increasing it will only help.
I think getting Aid Self on a DM/Invul character would be a waste; why would you need or want 3 heal powers? Get the Fighting Pool, CJ and the Steadfast +Def IO and you'll have added significant defense without any set bonuses. (Though they're definitely worth getting too.)
Dark Consumption should help alleviate any endurance problems, especially if your powers are well slotted for end reduction. Invul is not a particularly end heavy set, and adding Tough and Weave shouldn't be a insurmountable problem. You might want to consider posting your build if the endurance problems persist. -
Thanks, Deus! I think I'll go with Dark Oblit then, since brute FM is kinda "AoE-light" and EA doesn't have a damage aura to contribute.
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I have a FM/EA brute that has been level 50 for some time.
She currently doesn't have any patron pool powers because they didn't fit in her build; but now with inherent Stamina and a recently earned City Traveler badge I've got a lot more options.
I've never done any of the patron arcs, so a couple of questions:
I'll have room for two patron powers, so I'm thinking Gloom and one other. Which of the other Soul Mastery powers would be a good pick?
I think I read that you *don't* have to run Ghost Widow's arc to gain access to Soul Mastery, any patron arc will do. Is that true? If so, any recommendations for which arc is quickest? I hope to get it done in time to respec her before the second freespec is handed out next week.
Any suggestions appreciated! -
FWIW, resetting the modem & router (if they're separate, mine is one unit now) and rebooting the PC has always done the trick for me unless it's actually an ISP problem.
Usually when this happens my PC has lost track of its IP address, and resetting the modem/router forces them to reassign one. -
The first thing I'd do is head down to the Tanker forum and post your build to make sure that it's slotted as well as it could be. IME, once an Ice tanker hits 26 and gets EA endurance problems should largely be a thing of the past. Survivability shouldn't be a huge problem either, once you're soft-capped for defense.
It'll be easier to make a decision about which alpha tree you should get if you have solved all the issues you can without it. -
Quote:Glad to help.Definately way better.. I redid health and added those other two uniques like you suggested. I tried moving the skills around to take'em at the suggested levels, however whenever I did, the totals always came back lower. I even double and triple checked that I was slotting the same enhancements and placing the slots at the same levels, yet the totals were always lower after i re-arranged the skills.. Absolutely no idea why, must've overlooked something.
Not a huge deal though, so unless I'm mistaken or someone has a better idea, this will be the build I'm going with.
Thanks to everyone, and especially Finduilas for being extra patient with complete nubs.
Found the difference in defense totals; it was just in Ranged defense and it was because even though my unmodded version of Mid's didn't display inherent Health (and I therefore couldn't change it) it was still counting the 6-slot Numina's Ranged defense bonus.
Here's a fix: move a slot from somewhere, (I took it from Hasten, but there are other options) and six-slot Mako's bite in place of one of the CI sets. You lose a little recharge that way, but you still have more than enough to be getting on with.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Wrexx: Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(3), Aegis-ResDam:50(3), LkGmblr-Rchg+:50(13), LkGmblr-Def:50(15), LkGmblr-Def/EndRdx:50(46)
Level 1: Stone Fist -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(13), Mako-Dmg/Rchg:50(43), Mako-Acc/EndRdx/Rchg:50(46), Mako-Acc/Dmg/EndRdx/Rchg:50(48), Mako-Dam%:50(48)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(5), LkGmblr-Def:50(15), LkGmblr-Def/EndRdx/Rchg:50(34)
Level 4: Heavy Mallet -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(45), C'ngImp-Dmg/Rchg:50(45), C'ngImp-Acc/Dmg/Rchg:50(45), C'ngImp-Acc/Dmg/EndRdx:50(46)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(40)
Level 8: True Grit -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(25), Numna-Heal:50(37), ResDam-I:50(37), ResDam-I:50(43)
Level 10: Taunt -- Range-I:50(A)
Level 12: Active Defense -- HO:Enzym(A), HO:Enzym(23)
Level 14: Boxing -- Acc-I:50(A)
Level 16: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(17), GSFC-ToHit/Rchg/EndRdx:50(17), GSFC-Rchg/EndRdx:50(19), GSFC-ToHit/EndRdx:50(19), GSFC-Build%:50(23)
Level 18: Against All Odds -- EndRdx-I:50(A)
Level 20: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:50(21), Aegis-ResDam/EndRdx/Rchg:50(21), Aegis-ResDam:50(40)
Level 22: Phalanx Fighting -- Ksmt-ToHit+:30(A)
Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(25), LkGmblr-Def:50(36), LkGmblr-Rchg+:50(48)
Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-%Dam:50(37)
Level 28: Fault -- Amaze-ToHitDeb%:50(A), Amaze-Stun/Rchg:50(29), Amaze-Acc/Stun/Rchg:50(29), Amaze-Acc/Rchg:50(33), Amaze-EndRdx/Stun:50(34)
Level 30: Hurl Boulder -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(31), Apoc-Acc/Dmg/Rchg:50(31), Apoc-Acc/Rchg:50(31), Apoc-Dmg/EndRdx:50(33), Apoc-Dam%:50(33)
Level 32: Grant Cover -- LkGmblr-Rchg+:50(A)
Level 35: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(36)
Level 38: Tremor -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(39), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(39), Armgdn-Dmg/EndRdx:50(40)
Level 41: Seismic Smash -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(42), Hectmb-Acc/Dmg/Rchg:50(42), Hectmb-Acc/Rchg:50(42), Hectmb-Dmg/EndRdx:50(43)
Level 44: Super Jump -- Jump-I:50(A)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(50), Heal-I:50(50), Heal-I:50(50)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Jump-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 1: Swift -- Run-I:50(A)
Level 1: Hurdle -- Jump-I:50(A)
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A couple of things in addition to the build I posted:
Take Tremor and Seismic Smash at 35 and 38; Grant Cover can easily be delayed until level 41.
Also, though it doesn't show up in my version of Mid's, Health is overslotted. I'd either drop the Numina's End/Rchg and Heal/End/Rchg and use the slots elsewhere, or replace them with the Regen Tissue and Miracle uniques. -
GRRRR, long, long post eaten by the logout bug!
Here's what I would do with your build; note it fully slots your toggles. By the way, it is NOT true that having purples is always better than "lesser" IOs, especially for a tank where survability is so important. I did retain most of the the purples you slotted, but they're not at all necessary for a good build.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
SD/SM Take 2: Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(3), Aegis-ResDam:50(3), LkGmblr-Rchg+:50(13), LkGmblr-Def:50(15), LkGmblr-Def/EndRdx:50(46)
Level 1: Stone Fist -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(13), C'ngImp-Dmg/Rchg:50(46), C'ngImp-Acc/Dmg/Rchg:50(48), C'ngImp-Acc/Dmg/EndRdx:50(48)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(5), LkGmblr-Def:50(15), LkGmblr-Def/EndRdx/Rchg:50(34)
Level 4: Heavy Mallet -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(45), C'ngImp-Dmg/Rchg:50(45), C'ngImp-Acc/Dmg/Rchg:50(45), C'ngImp-Acc/Dmg/EndRdx:50(46)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(40), RechRdx-I:50(43)
Level 8: True Grit -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(25), Numna-Heal:50(37), ResDam-I:50(37), ResDam-I:50(43)
Level 10: Taunt -- Range-I:50(A)
Level 12: Active Defense -- HO:Enzym(A), HO:Enzym(23)
Level 14: Boxing -- Acc-I:50(A)
Level 16: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(17), GSFC-ToHit/Rchg/EndRdx:50(17), GSFC-Rchg/EndRdx:50(19), GSFC-ToHit/EndRdx:50(19), GSFC-Build%:50(23)
Level 18: Against All Odds -- EndRdx-I:50(A)
Level 20: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:50(21), Aegis-ResDam/EndRdx/Rchg:50(21), Aegis-ResDam:50(40)
Level 22: Phalanx Fighting -- Ksmt-ToHit+:30(A)
Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(25), LkGmblr-Def:50(36), LkGmblr-Rchg+:50(48)
Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-%Dam:50(37)
Level 28: Fault -- Amaze-ToHitDeb%:50(A), Amaze-Stun/Rchg:50(29), Amaze-Acc/Stun/Rchg:50(29), Amaze-Acc/Rchg:50(33), Amaze-EndRdx/Stun:50(34)
Level 30: Hurl Boulder -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(31), Apoc-Acc/Dmg/Rchg:50(31), Apoc-Acc/Rchg:50(31), Apoc-Dmg/EndRdx:50(33), Apoc-Dam%:50(33)
Level 32: Grant Cover -- LkGmblr-Rchg+:50(A)
Level 35: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(36)
Level 38: Tremor -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(39), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(39), Armgdn-Dmg/EndRdx:50(40)
Level 41: Seismic Smash -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(42), Hectmb-Acc/Dmg/Rchg:50(42), Hectmb-Acc/Rchg:50(42), Hectmb-Dmg/EndRdx:50(43)
Level 44: Super Jump -- Jump-I:50(A)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(50), Heal-I:50(50), Heal-I:50(50)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Jump-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 1: Swift -- Run-I:50(A)
Level 1: Hurdle -- Jump-I:50(A)
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Set Bonus Totals:- 9.5% DamageBuff(Smashing)
- 9.5% DamageBuff(Lethal)
- 9.5% DamageBuff(Fire)
- 9.5% DamageBuff(Cold)
- 9.5% DamageBuff(Energy)
- 9.5% DamageBuff(Negative)
- 9.5% DamageBuff(Toxic)
- 9.5% DamageBuff(Psionic)
- 6.13% Defense(Smashing)
- 6.13% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 6.13% Defense(Energy)
- 6.13% Defense(Negative)
- 8% Defense(Psionic)
- 9.25% Defense(Melee)
- 9.25% Defense(Ranged)
- 8.63% Defense(AoE)
- 6% Enhancement(Heal)
- 92.5% Enhancement(RechargeTime)
- 86% Enhancement(Accuracy)
- 5% FlySpeed
- 267.1 HP (14.3%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 3.3%
- MezResist(Immobilize) 4.4%
- MezResist(Stun) 2.2%
- 14.5% (0.24 End/sec) Recovery
- 80% (6.26 HP/sec) Regeneration
- 7.56% Resistance(Fire)
- 7.56% Resistance(Cold)
- 15% RunSpeed
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Not sure what you mean by CJ "not meshing well" with SS or Ninja Run; they can certainly be used together.
One thing I'd recommend is to get Grant Cover instead of Stealth. You're well above the soft-cap without Stealth, (especially if you pick up CJ) and Grant Cover will give you additional defense debuff resistance which is extremely useful to have. It'll take the LotG +Recharge, too.
KoB is not the best choice for the Force Feedback proc, since you'll only have a chance for it to hit when you use the attack. You'd get the benefit from it more often in a shorter recharge attack.
As to whether you'll have endurance problems...it's hard to tell, but it's certainly a possibility. You have a lot of recharge, and a lot of attacks, one of which is underslotted for end reduction. (Shield Charge) In the end, it'll probably depend on your playstyle; if you like constant attacking, it'll increase the odds that you'll have problems. If you don't mind slowing down a bit now and then to let your end build back up, you'll probably be okay. -
Just want to note that the endurance cost of CJ is extremely low, so if you have it there's no compelling reason *not* to use it and get the benefits of its defense, unless of course, you dislike it for some reason.
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Quote:I don't think anyone addressed this point specifically. Yes, tanks get more defense in their primary powers than scrappers and brutes; scrappers and brutes get 75% of the tank value. This also applies to most pool powers; Weave, CJ, Hover and Stealth give Brutes and Scrappers 75% the defense that Tanks get. (Maneuvers is an anomoly; scraps, brutes and tanks all get the same defense value from it and Defenders and some other ATs get a higher value.) But please note that defense *set bonuses* are the same for every AT.So, do Tanks get significantly more Defenses at least on the Defense based Tank armor sets, or is that like microscopically more than Brutes and Scrappers get to build off of?
Since the soft-cap is the same for every AT, this obviously gives tanks a big advantage in reaching the soft-cap, especially for defense-based armor sets. (Though the pool power difference helps a bit even for armor sets without defense powers.)
The same difference applies in resistance armor sets that are shared between the ATs; scrap and brute armors have 75% of the resistance value of the tanker versions. One difference between resistance and defense is that not all ATs have the same resistance caps; scraps cap out at 75% for each resist type, where tanks and brutes cap out at 90%. So although brutes can reach the same resist caps that tanks do, they need more outside buffing to do so.
I won't rehash the reasons why resist bonuses are so much harder to get and therefore less desirable than defense bonuses, but there's no question it's true and likely to remain so. However, since having *both* defense and resistance is as desirable (if not more so) than having one or the other, though it may seem counter-intuitive, this actually gives resistance based sets an advantage. Resistance sets can, and do, get significant amount of defense from set bonuses and pool powers, but there's no equivalent option for defense sets to build resistance to useful levels.