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Posts
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Quote:Yes, that's why I recommend getting the Kismet +Acc instead of Focused Accuracy. Despite the inaccurate name, it gives an additional 6% ToHit, slightly more than unslotted FA.Focused Accuracy is a good spot to drop a 6-slot Gaussian's in. To-hit bonuses are completely different from accuracy, even though Mids' doesn't show it. It mostly makes a difference when fighting something that has high defense, like AVs that use Elude and other similar powers. Conserve Power may never be needed if you never run low on endurance. I guess it is mostly a play style choice if you take Conserve Power and slot your Build-Up with Gaussian's instead.
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Quote:Good plan. I try to be cautious about slotting for that set bonus because two slots of LotG gives the same bonus, so you have to watch out for the "Rule of 5". Not a problem for you, though.Thanks for the tweaks, the build is looking really good!
The only thing I changed was slotting Scirocco's set into Icicles to make up for the 10% regen I lost from PZinger.
Quote:Could you explain a bit why slotting Recharge in Hibernate isn't useful? -
Quote:I agree wholeheartedly with most of your suggestions, but I'm going to disagree a bit on this. Not that the OP needs CP, I agree that he/she probably won't. However, I think CP is the "lesser of two evils" when it comes to prereqs for Physical Perfection.Conserve Power from Energy Mastery is not very useful. Between Stamina, Physical Perfection, and Miracle and Numina's uniques, you will have more endurance recovery than you need. Also, you over-slotted Stamina and Physical Perfection. I tend to not go for set bonuses in those powers because they gain very little benefit after reaching the ED cap for endurance modification.
Focused Accuracy is a huge end hog, and you can also replicate most its benefits with a couple of set IOs. If you're actually going to use it, it needs at least a couple of slots for end reduction. I suppose it would be useful strictly as a set mule, but since the OP has Build-Up, which can also take a Gaussian's set, it's not even needed for that.
I treat CP like Boxing, something you have to take to get something better. At least CP can be easily be left at its base slot, and who knows, it might even come in handy during an AV fight.
So my suggestion to the OP is to drop FA, and leave CP with a recharge in the base slot. (Those Hami-O's are a complete waste of influence!) I'd pick up Fault or OwtS for the empty slot.
EDIT: Oh, and be sure to pick up the Steadfast +def for 3% defense to all positions. It can be slotted in Deflection, True Grit, or Tough, though I'd recommend TG or Tough rather than Deflection. -
Mostly looks good, though I'd make a few suggestions:
Energy Absorption needs more end mod and recharge. I'd move the LotG +Recharge to Weave and add 2-3 slots from a high level end mod set; the end mod, end mod/rchg, and end mod/acc/rchg, preferably. I'd also swap out that GotA def/end for a defense IO.
Instead of 4 Perfect Zinger, I'd slot 5 or 6 Mocking Beratement in Taunt. That will give you some additional S/L defense so you can pull some of the slots from CE, and will give you F/C def and a higher recharge bonus as well.
Recharge does nothing in Hibernate; I'd leave it at the base slot and put in a level 50 common heal IO.
I'd also try to find a slot for a Kismet +Acc in one of your defense toggles or CJ. The sixth slot in Jawbreaker would be a good choice, the Psi resistance bonus isn't very useful to you.
Here's what it would like with the changes I suggested:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Biff Everchill: Level 50 Mutation Tanker
Primary Power Set: Ice Armor
Secondary Power Set: War Mace
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+:50(A), GftotA-Def:40(40), GftotA-Def/EndRdx/Rchg:40(40), GftotA-Def/EndRdx:40(43)
Level 1: Bash -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(3), C'ngImp-Acc/Dmg/Rchg:50(3), C'ngImp-Dmg/EndRdx:50(17), C'ngImp-Acc/Dmg:50(17)
Level 2: Chilling Embrace -- EndRdx-I:30(A)
Level 4: Hoarfrost -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(5), Dct'dW-Heal/EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(9), Dct'dW-EndRdx/Rchg:50(9), Dct'dW-Heal/EndRdx:50(31)
Level 6: Jawbreaker -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(7), C'ngImp-Acc/Dmg/Rchg:50(7), C'ngImp-Dmg/EndRdx:50(11), C'ngImp-Dmg/Rchg:50(11)
Level 8: Wet Ice -- EndRdx-I:50(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(15), Ksmt-ToHit+:30(34)
Level 12: Icicles -- M'Strk-Acc/Dmg/EndRdx:50(A), M'Strk-Dmg/EndRdx:50(13), M'Strk-Acc/Dmg:50(13), Sciroc-Acc/Dmg/EndRdx:50(15)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Boxing -- Acc-I:50(A)
Level 18: Glacial Armor -- LkGmblr-Rchg+:50(A), GftotA-Def:40(19), GftotA-Def/EndRdx/Rchg:40(19), GftotA-Def/EndRdx:40(46)
Level 20: Clobber -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(21), C'ngImp-Acc/Dmg/Rchg:50(21), C'ngImp-Dmg/Rchg:50(31), C'ngImp-Dmg/EndRdx:50(34), C'ngImp-Acc/Dmg:50(34)
Level 22: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(23), Aegis-ResDam/EndRdx/Rchg:50(23)
Level 24: Weave -- LkGmblr-Rchg+:40(A), GftotA-Def:40(25), GftotA-Def/EndRdx/Rchg:40(25), GftotA-Def/EndRdx:40(31)
Level 26: Energy Absorption -- GftotA-Def:40(A), GftotA-Def/EndRdx/Rchg:40(27), GftotA-Def/Rchg:40(27), P'Shift-EndMod:50(37), P'Shift-EndMod/Rchg:50(45), P'Shift-EndMod/Acc/Rchg:50(46)
Level 28: Whirling Mace -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(29), Sciroc-Dmg/Rchg:50(29), Sciroc-Acc/Rchg:50(33), Sciroc-Acc/Dmg/EndRdx:50(33), Sciroc-Dam%:50(50)
Level 30: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(33), Mocking-Taunt/Rchg/Rng:50(42), Mocking-Acc/Rchg:50(42), Mocking-Taunt/Rng:50(42), Mocking-Rchg:50(46)
Level 32: Hibernate -- Heal-I:50(A)
Level 35: Shatter -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(36), Sciroc-Dmg/Rchg:50(36), Sciroc-Acc/Rchg:50(36), Sciroc-Acc/Dmg/EndRdx:50(37), Sciroc-Dam%:50(37)
Level 38: Crowd Control -- Sciroc-Dmg/Rchg:50(A), Sciroc-Acc/Dmg/EndRdx:50(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), Erad-Acc/Rchg:30(40), Erad-Dmg/Rchg:30(50)
Level 41: Permafrost -- S'fstPrt-ResDam/Def+:30(A)
Level 44: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(50)
Level 47: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(48), RechRdx-I:50(48)
Level 49: Stealth -- LkGmblr-Rchg+:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A), Empty(43), Empty(43), Empty(45), Empty(45)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 2: Ninja Run
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Set Bonus Totals:- 7.38% Defense(Smashing)
- 7.38% Defense(Lethal)
- 12.4% Defense(Fire)
- 12.4% Defense(Cold)
- 6.13% Defense(Energy)
- 6.13% Defense(Negative)
- 9.25% Defense(Psionic)
- 5.19% Defense(Melee)
- 4.56% Defense(Ranged)
- 12.4% Defense(AoE)
- 3.6% Max End
- 65% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 39% Enhancement(Accuracy)
- 5% FlySpeed
- 140.6 HP (7.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 6.6%
- MezResist(Sleep) 1.65%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 8% (0.13 End/sec) Recovery
- 40% (3.13 HP/sec) Regeneration
- 12.2% Resistance(Fire)
- 2.21% Resistance(Cold)
- 6.25% Resistance(Negative)
- 1.26% Resistance(Toxic)
- 3.76% Resistance(Psionic)
- 10% RunSpeed
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Quote:IMO, the lack of end reduction in a full set of Eradication is too big a price to pay for the small F/C def bonus. I'd recommend the following slotting:Note that I've swapped in Eradication for FootStomp. It provides you with a nice boost to E/N defense and a smaller one to F/C. The only problem is that the set is somewhat short on EndRed. You COULD go with MultiStrike and get better EndRed, but your defense bonuses would be smaller.
Eradication: Dam, Dam/Rchg, Acc/Dam/Rchg, Acc/Dam/End/Rchg
Scirocco's Dervish: Dam/End, Acc/Rchg
That will give you the first three Erad bonuses (+end, E/NE def, +HP) and a 10% regen bonus from the Scirocco's, with 59% acc, 97% dam, 42% end red, and 80% recharge. You could also swap the Erad proc for one of the other Erad IOs, but you'd have to give up some damage and/or recharge as a result.
Also, Tough Hide obviously doesn't need end red, and Invinc is a fairly inexpensive toggle, I do think you need some end red in Weave; unslotted, it costs .33 EPS, more than any of the Invul toggles. I'd pull the Aegis Res/End/Rchg from ResEn, (the 4 slot bonus for Aegis is nothing special) change the remaining IOs to level 50, and move that slot to Weave. IMO, Gift of the Ancients and Luck of the Gambler have the best bonuses among defense sets; GotA's +end and +recovery bonuses will be very useful and it's a much less expensive set than LotG. -
Here's another build, this time with the Fighting pool. I dropped Hasten, Ice Sword, and Maneuvers to fit it in.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Runway: Level 50 Science Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Ice Melee
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Hoarfrost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal:50(39), Dct'dW-Rchg:50(39)
Level 1: Frozen Fists -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 2: Chilling Embrace -- P'ngTtl--Rchg%:50(A), EndRdx-I:50(50)
Level 4: Frost -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(5), Det'tn-Dmg/Rchg:50(7), Det'tn-Dmg/Rng:50(11), Det'tn-Acc/Dmg/EndRdx:50(25)
Level 6: Wet Ice -- EndRdx-I:50(A)
Level 8: Frozen Armor -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(9), S'dpty-Def/EndRdx/Rchg:40(9), S'dpty-Def:40(11), Ksmt-ToHit+:30(25)
Level 10: Boxing -- Acc-I:35(A)
Level 12: Air Superiority -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(13), S'ngH'mkr-Dmg/Rchg:35(13), S'ngH'mkr-Dmg/EndRdx/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 14: Fly -- Flight-I:50(A)
Level 16: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(17), Mocking-Taunt/Rchg/Rng:50(36), Mocking-Acc/Rchg:50(36), Mocking-Taunt/Rng:50(37)
Level 18: Glacial Armor -- LkGmblr-Rchg+:50(A), GftotA-Def/EndRdx:40(19), GftotA-Def/EndRdx/Rchg:40(19), GftotA-Def:40(21)
Level 20: Tough -- TtmC'tng-ResDam/EndRdx:40(A), TtmC'tng-ResDam/Rchg:50(34), TtmC'tng-ResDam/EndRdx/Rchg:50(43), TtmC'tng-ResDam:50(43)
Level 22: Ice Patch -- RechRdx-I:50(A)
Level 24: Build Up -- RechRdx-I:50(A), RechRdx-I:50(40)
Level 26: Energy Absorption -- RedFtn-Def/EndRdx/Rchg:50(A), RedFtn-Def/Rchg:50(27), RedFtn-Def:50(27), Efficacy-EndMod:50(33), Efficacy-EndMod/Rchg:50(33), Efficacy-EndMod/Acc/Rchg:50(33)
Level 28: Freezing Touch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(29), S'ngH'mkr-Dmg/Rchg:35(29), S'ngH'mkr-Dmg/EndRdx/Rchg:35(34), Mako-Acc/Dmg/EndRdx/Rchg:50(34)
Level 30: Icicles -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/Rchg:50(31), M'Strk-Acc/EndRdx:50(31), M'Strk-Dmg/EndRdx/Rchg:50(31), M'Strk-Acc/Dmg/EndRdx:50(37), M'Strk-Dmg/EndRdx:50(46)
Level 32: Hibernate -- Heal-I:50(A)
Level 35: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(36), GftotA-Def/EndRdx/Rchg:40(37), GftotA-Def:40(43)
Level 38: Frozen Aura -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(46), M'Strk-Dmg/EndRdx:50(46), M'Strk-Acc/Dmg/EndRdx:50(50)
Level 41: Block of Ice -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Dmg/EndRdx/Rchg:50(42)
Level 44: Ice Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Dmg/EndRdx/Rchg:50(45)
Level 47: Ice Storm -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(48), Det'tn-Dmg/Rchg:50(48), Det'tn-Dmg/Rng:50(48), Det'tn-Acc/Dmg/EndRdx:50(50)
Level 49: Permafrost -- S'fstPrt-ResDam/Def+:30(A)
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Level 1: Brawl -- Empty(A), Empty(17), Empty(23)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A), Empty(21), Empty(23)
Level 1: Gauntlet
Level 4: Ninja Run
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Set Bonus Totals:- 12.1% Defense(Smashing)
- 12.1% Defense(Lethal)
- 8.94% Defense(Fire)
- 8.94% Defense(Cold)
- 11.1% Defense(Energy)
- 11.1% Defense(Negative)
- 3% Defense(Psionic)
- 8.94% Defense(Melee)
- 7.06% Defense(Ranged)
- 10.2% Defense(AoE)
- 5.4% Max End
- 12.5% Enhancement(RechargeTime)
- 17% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 126.5 HP (6.75%) HitPoints
- MezResist(Held) 2.75%
- MezResist(Immobilize) 8.8%
- MezResist(Sleep) 8.8%
- MezResist(Stun) 3.85%
- MezResist(Terrorized) 2.2%
- 9.5% (0.16 End/sec) Recovery
- 4% (0.31 HP/sec) Regeneration
- 8.47% Resistance(Fire)
- 3.47% Resistance(Cold)
- 3.75% Resistance(Energy)
- 2% XPDebtProtection
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I think the best goal for an Ice tank is to get to the defense soft-cap (45%) for S/L/E/NE damage, preferably when EA is not running. (That way, EA will be available to give you a defense boost on the occasions when you need additional defense.) Fortunately, Ice Armor is close enough to the soft-cap that you can get there without spending a ton of influence, and having the Steadfast +Def is a good start.
Some issues with your current build:
The attacks are not slotted with endurance reduction; while it's true that EA will compensate to a certain degree, if you're going to skip end reduction slotting on anything (which I don't recommend) the armor toggles are a better choice because they use far less endurance than your attacks.
Health is way overslotted. Unless you're looking for a specific set bonus, more than 3 or 4 slots in Health are just wasted.
EA is a poor choice for the Kismet +Acc. It's a proc 120, which means it only activates when the power does and 120 seconds afterward. If you put it in an armor toggle it'll be running whenver the toggle is running, a much better option.
Icicles is underslotted for end reduction. Unlike FA and GA, Icicles is a high cost toggle and should get at least 50-60% end reduction.
Hibernate no longer benefits from recharge enhancement, so take out the second slot and use a Heal IO or something similar in the base slot.
Frozen Aura is now a very good power, and should be taken at level 38 and fully slotted. I'd recommend switching it and Permafrost.
Here's a relatively cheap set IO build I put together; I didn't add any super-expensive IOs other than the ones you had already. It's designed for I19, which will give you a few additional picks. (The extra slots in Brawl and Rest are for Health and Stamina.) The Ice melee experts here are pretty much unanimous that GIS is not a great attack, so I dropped it in favor of Ice Sword. I also included Maneuvers, which I'm normally not a big fan of, but you had a slot to fill and it's a cheap way to get more defense as long as it's slotted sufficiently for end reduction. I've used a mix of defense sets here; they'll all do the job, so you should pick by what you can afford and which set bonuses you prefer.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Runway: Level 50 Science Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Ice Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Hoarfrost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal:50(39), Dct'dW-Rchg:50(39)
Level 1: Frozen Fists -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 2: Chilling Embrace -- P'ngTtl--Rchg%:50(A), EndRdx-I:50(50)
Level 4: Frost -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(5), Det'tn-Dmg/Rchg:50(7), Det'tn-Dmg/Rng:50(11), Det'tn-Acc/Dmg/EndRdx:50(25)
Level 6: Wet Ice -- EndRdx-I:50(A)
Level 8: Frozen Armor -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(9), S'dpty-Def/EndRdx/Rchg:40(9), S'dpty-Def:40(11), Ksmt-ToHit+:30(25)
Level 10: Ice Sword -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(34), S'ngH'mkr-Dmg/Rchg:35(37), S'ngH'mkr-Dmg/EndRdx/Rchg:35(43), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
Level 12: Air Superiority -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(13), S'ngH'mkr-Dmg/Rchg:35(13), S'ngH'mkr-Dmg/EndRdx/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 14: Fly -- Flight-I:50(A)
Level 16: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(17), Mocking-Taunt/Rchg/Rng:50(36), Mocking-Acc/Rchg:50(36), Mocking-Taunt/Rng:50(37)
Level 18: Glacial Armor -- LkGmblr-Rchg+:50(A), GftotA-Def/EndRdx:40(19), GftotA-Def/EndRdx/Rchg:40(19), GftotA-Def:40(21)
Level 20: Hasten -- RechRdx-I:50(A), RechRdx-I:50(43)
Level 22: Ice Patch -- RechRdx-I:50(A)
Level 24: Build Up -- RechRdx-I:50(A), RechRdx-I:50(40)
Level 26: Energy Absorption -- RedFtn-Def/EndRdx/Rchg:50(A), RedFtn-Def/Rchg:50(27), RedFtn-Def:50(27), Efficacy-EndMod:50(33), Efficacy-EndMod/Rchg:50(33), Efficacy-EndMod/Acc/Rchg:50(33)
Level 28: Freezing Touch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(29), S'ngH'mkr-Dmg/Rchg:35(29), S'ngH'mkr-Dmg/EndRdx/Rchg:35(34), Mako-Acc/Dmg/EndRdx/Rchg:50(34)
Level 30: Icicles -- Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(31), Erad-Acc/Dmg/Rchg:30(31), Erad-Acc/Dmg/EndRdx/Rchg:30(31), M'Strk-Acc/Dmg/EndRdx:50(37), M'Strk-Dmg/EndRdx:50(46)
Level 32: Hibernate -- Heal-I:50(A)
Level 35: Maneuvers -- RedFtn-Def/EndRdx:50(A), S'dpty-Def/EndRdx:40(36)
Level 38: Frozen Aura -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(46), M'Strk-Dmg/EndRdx:50(46), M'Strk-Acc/Dmg/EndRdx:50(50)
Level 41: Block of Ice -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Dmg/EndRdx/Rchg:50(42)
Level 44: Ice Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Dmg/EndRdx/Rchg:50(45)
Level 47: Ice Storm -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(48), Det'tn-Dmg/Rchg:50(48), Det'tn-Dmg/Rng:50(48), Det'tn-Acc/Dmg/EndRdx:50(50)
Level 49: Permafrost -- S'fstPrt-ResDam/Def+:30(A)
------------
Level 1: Brawl -- Empty(A), Empty(17), Empty(23)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A), Empty(21), Empty(23)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:- 13% Defense(Smashing)
- 13% Defense(Lethal)
- 8% Defense(Fire)
- 8% Defense(Cold)
- 14.3% Defense(Energy)
- 14.3% Defense(Negative)
- 3% Defense(Psionic)
- 8% Defense(Melee)
- 8.63% Defense(Ranged)
- 8.31% Defense(AoE)
- 5.4% Max End
- 12.5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 17% Enhancement(Accuracy)
- 161.6 HP (8.63%) HitPoints
- MezResist(Held) 2.75%
- MezResist(Immobilize) 11%
- MezResist(Sleep) 6.6%
- MezResist(Terrorized) 2.2%
- 7.5% (0.13 End/sec) Recovery
- 4% (0.31 HP/sec) Regeneration
- 5.02% Resistance(Fire)
- 2.52% Resistance(Cold)
- 3.75% Resistance(Energy)
- 2% XPDebtProtection
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Quote:If soft-capping is your goal, purples aren't going to help you anyway; so using that argument is a red herring, IMO.I don't know, the last 3% on 'everything'? When you are so close the cap, that can mean losing on some very valuable powers; I'd say 2bil (which is just about the cost of one of the more expensive purples) would be worth it.
Considering that a purple (by itself) mostly just gives you just enough recharge to be noticeable only on hasten - i.e., you'll get it 2 seconds quicker; that too usually at the cost of some defense bonuses.
So, not really getting the GA's not worth it argument here.
Your original post said (or seemed to) that your entire budget was 2 billion, and by itself, a GA +def is certainly not going to get you to the soft-cap. You may have to spend nearly that much again to soft-cap for all the other IOs needed to get there--the exact cost will vary widely depending on the set and how much additional defense is needed.
I wouldn't say that a GA +def is never worth the money; if you can afford it, it probably is if you're that close to soft-capping and have exhausted most other means of getting additional defense. But I would never recommend it to someone who was close to soft-capping and could get there by using the many less expensive options available. -
Quote:Didn't see anyone address this point...I want to make sure you understand that the Glad Armor +Def is going to cost you 2 billion by itself if you're lucky enough to get it on the market. (Last time I looked there were about 100 bidding and none for sale.) Buying it off market is possible, but it will cost you more.A few constraints,
.) I can afford maybe 'one' really expensive set/item (like a glad's armor or one expensive purple set). I can muster up to about 2bil inf that I am ready to blow on this one guy, but not much more; of course, the cheaper the better
So if your total budget is 2 billion, spending it on a GA is definitely NOT the way to go, and completely unnecessary, besides. -
My main concern with this build is that you're using a lot of slots in Focused Accuracy that could be better used elsewhere. For one thing, FA is a huge endurance hog, and not even that useful anymore since you can get most of the bonuses with a couple of IOs. And with inherent Stamina, I really don't think you'll need Physical Perfection for additional regen/recovery. I would take Fast Healing much earlier though, since regen is a core component of WP's damage mitigation.
IMO, in most casees a full Gaussian's set isn't worth the slots in a typed defense build, and especially in your case where those slots could be better used elsewhere. For instance, HPT is currently underslotted for Heal, and as others have mentioned, six-slotting Taunt with MB would be a good choice. I'd drop the Energy pool altogether and pick up a couple of powers from the Pyre Mastery or another epic pool. You won't have a ton of slots to use, but you could pull one from Hasten if necessary.
I'd also recommend replacing the Armageddon Acc/Rchg in FSC with a Damage/Rchg so you'll be fully slotted for damage even when the proc doesn't hit.
Your slotting of MoB and Tough is rather odd, too, since MoB (which has a larger base resistance value) is underslotted and Tough is slotted with an unnecessary End/Rchg. I'd move the Steadfast +Def to MoB and swap out the RA End/Rchg for a RA resistance, which will improve your S/L resistance a few percentage points. A small change, but one that costs no additional slots.
Here's the changes I suggested for your build; even without the Gaussian's bonus, your S/L/E/NE is still above 50%, and the change to the Pyre Mastery pool would allow you to soft-cap F/C def as well.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Asphalt Pirate: Level 50 Mutation Tanker
Primary Power Set: Willpower
Secondary Power Set: Fiery Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(13), RctvArm-ResDam:40(13), RctvArm-ResDam/EndRdx:40(25), RctvArm-ResDam/Rchg:40(33), Numna-Heal/Rchg:50(42)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5), C'ngImp-Acc/Dmg/Rchg:50(17)
Level 2: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(7), C'ngImp-Acc/Dmg/Rchg:50(45)
Level 4: Mind Over Body -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(19), RctvArm-ResDam/Rchg:40(25), S'fstPrt-ResDam/Def+:30(33)
Level 6: Indomitable Will -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(34)
Level 8: Rise to the Challenge -- Numna-Heal/Rchg:50(A), Numna-Heal:50(9), Numna-Heal/EndRdx:50(9)
Level 10: Combustion -- Erad-Dmg:30(A), Erad-%Dam:30(11), Erad-Dmg/Rchg:30(11), Erad-Acc/Dmg/Rchg:30(34), Sciroc-Acc/Dmg:50(34), Sciroc-Acc/Rchg:50(37)
Level 12: Quick Recovery -- P'Shift-End%:50(A), P'Shift-EndMod:50(37), P'Shift-EndMod/Acc:50(37), P'Shift-EndMod/Rchg:50(40)
Level 14: Fast Healing -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(15), Numna-Heal:50(15)
Level 16: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(19)
Level 18: Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:35(27), KntkC'bat-Knock%:35(43)
Level 20: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(21), LkGmblr-Def/EndRdx:50(21)
Level 22: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam:40(33)
Level 24: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(40)
Level 26: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg/Rng:50(40), Mocking-Taunt/Rng:50(46), Mocking-Rchg:50(48), Mocking-Taunt/Rchg:50(50), Mocking-Acc/Rchg:50(50)
Level 28: Fire Sword Circle -- Erad-Dmg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(29), Erad-Dmg/Rchg:30(29), Erad-Acc/Dmg/Rchg:30(31), Armgdn-Dmg/Rchg:50(31), Armgdn-Dam%:50(31)
Level 30: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(43), LkGmblr-Def/EndRdx:50(46)
Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(48), LkGmblr-Rchg+:50(50)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36), C'ngImp-Acc/Dmg/Rchg:50(45)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), C'ngImp-Acc/Dmg/Rchg:50(43)
Level 41: Char -- Mael'Fry-Acc/Dmg:35(A), Mael'Fry-Dmg/Rchg:35(42), Mael'Fry-Dmg/EndRdx/Rchg:35(42)
Level 44: Fire Blast -- Mael'Fry-Acc/Dmg:35(A), Mael'Fry-Dmg/Rchg:35(45), Mael'Fry-Dmg/EndRdx/Rchg:35(46)
Level 47: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48)
Level 49: Strength of Will -- GA-3defTpProc:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:- 30.4% Defense(Smashing)
- 30.4% Defense(Lethal)
- 12.9% Defense(Fire)
- 12.9% Defense(Cold)
- 16% Defense(Energy)
- 16% Defense(Negative)
- 6% Defense(Psionic)
- 18.2% Defense(Melee)
- 11% Defense(Ranged)
- 9.44% Defense(AoE)
- 5.4% Max End
- 45% Enhancement(RechargeTime)
- 5% FlySpeed
- 428.7 HP (22.9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 17.1%
- 6.5% (0.11 End/sec) Recovery
- 86% (6.73 HP/sec) Regeneration
- 11% RunSpeed
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Quote:You could get that 9% accuracy back by using 4 slots of LotG, though I think you'll be fine without it.Alright I came up with yet another build. Removing serendipity lost about 9% accuracy but I gained some regen/recovery.
With your current slotting of two LotG, two GotA, you're missing one of the benefits of slotting GotA, the +end bonus. However, if you want to stick with the current bonuses, try using the LotG Def/End instead of the LotG Def. That way, you'll still hit 56% enhancement, but will have sufficient end reduction--and I think the Def/End will be cheaper than the Defense IO.
At this point, most of your attacks are slightly underslotted for damage. Using level 45 or 50 Mako's and Scirocco's IOs would get you to 95% damage enhancement without giving up much; just the regen bonuses from the two Scirocco's sets. (Which are nice to have, but it will hardly be crippling if you lose them when exemped.)
The reason I recommended replacing the DW Heal/End/Rchg with a DW Heal is that currently DP is underslotted for Heal. IMO, Heal is as important as Recharge, since it determines the size of the heal and the amount of the HP boost that DP gives. And again, I think you should consider going to higher level IOs; in this case, I think having DP close to fully slotted all the time is more important that maintaining the DW bonuses when you exemp.
Also, there's really no point in 4-slotting RPD; anything more than a level 50 common resist IO will be wasted since you're at the resistance cap. I'd put the RA set in ResEn instead and leave RPD at a single slot.
If you don't want to take Build Up as your final power, how about Hasten instead? By far the most expensive IOs in your build are going to be the LotG +Recharges, and having Hasten should give you sufficient recharge that you could skip, or at least delay the +Recharges until you have the funds for them. -
I haven't costed the Gladiator's Armor +def specifically, but according to Paragon Wiki, PvP recipes cost 25-35 A-Merits *each*. Since most regular set IOs cost one or two A-merits, that's a heck of a lot to spend on one recipe. So if you think regular set IOs are expensive, don't bother with the GA recipe; you can a lot of great recipes for what you'd spend on the one IO.
The most recent build you posted is better, but I still see some issues.
Is there a reason why you've slotted so many level 30 IOs? Doing so underslots many of the powers that you'll be relying on for defense and resistance. If you want to reach the ED cut-off, use 35s, and skip the End and End/Rchg IOs.
Specifically:
Unyielding and Tough both need four slots, the RA Res, Res/End, Res/End/Rchg and Res/Rchg at around level 35 if you want to hit the ED cut-off of 56% enhancement. Once UY and Tough have been fully slotted, you'll be near the cap for S/L resistance, and if necessary, can cut back on RPD's slotting.
Ditto for Weave and Invinc. Serendipity isn't a bad choice for defense sets, but if necessary, I'd use some of those A-merits you where planning to use for the GA +def to get Gift of the Ancients or Luck of the Gambler sets instead. I agree with C_M_A that Maneuvers is a sub-par pick and you can soft-cap without it, so I'd recommend getting something like Build Up instead.
Doctored Wounds is a good set for DP, but use the Heal IO instead of the Heal/End/Rchg. I'd also recommend going with higher level IOs so you'll get a higher level of Heal and Recharge enhancement.
Even if you want to stay with level 30 or 35 IOs to keep the set bonuses, there's absolutely no reason not to use level 50s if you're slotting single IOs like the CI Acc/Dam/End.
Multi Strike is not a particularly good choice for Invul, the defense bonuses are tiny. 3-4 Eradication plus 2 IOs from another set is much better since 3 Erad gives a substantial E/NE def bonus.
As C_M_A noted, ResEl is considered expendable by many Invul tankers. Certainly, both it and ResEn can easily be delayed until very late. I think both CJ and Build Up would be much more useful in the early levels.
Here's the changes I suggested to your build. I dropped the GA +def and Maneuvers, but was able to soft-cap S/L and E/NE without them. I saved enough slots for you to 3 slot Health and Stamina, but of course you can use those slots elsewhere if you prefer.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx:35(3), RctvArm-ResDam/Rchg:35(3), RctvArm-ResDam/EndRdx/Rchg:35(5)
Level 1: Scorch -- S'ngH'mkr-Acc/Dmg:30(A), S'ngH'mkr-Dmg/EndRdx/Rchg:35(5), S'ngH'mkr-Dmg/EndRdx:30(7), S'ngH'mkr-Dmg/Rchg:30(7), C'ngImp-Acc/Dmg/EndRdx:50(9)
Level 2: Dull Pain -- Dct'dW-Rchg:45(A), Dct'dW-EndRdx/Rchg:45(11), Dct'dW-Heal/Rchg:45(11), Dct'dW-Heal:45(13), Dct'dW-Heal/EndRdx:45(13)
Level 4: Fire Sword -- S'ngH'mkr-Acc/Dmg:30(A), S'ngH'mkr-Dmg/EndRdx:30(15), S'ngH'mkr-Dmg/Rchg:30(15), S'ngH'mkr-Dmg/EndRdx/Rchg:30(17), C'ngImp-Acc/Dmg/EndRdx:30(17)
Level 6: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:35(33)
Level 8: Combat Jumping -- Ksmt-ToHit+:30(A)
Level 10: Unyielding -- RctvArm-ResDam/EndRdx/Rchg:35(A), RctvArm-ResDam:35(21), RctvArm-ResDam/Rchg:35(33), RctvArm-ResDam/EndRdx:35(40)
Level 12: Combustion -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg/Rchg:30(34), Erad-Acc/Dmg/Rchg:30(37), Sciroc-Dmg/EndRdx:50(37), Sciroc-Dmg/Rchg:50(40)
Level 14: Taunt -- Mocking-Taunt:50(A), Mocking-Acc/Rchg:30(25), Mocking-Taunt/Rchg:50(43), Mocking-Taunt/Rchg/Rng:50(43), Mocking-Taunt/Rng:50(43), Mocking-Rchg:50(46)
Level 16: Boxing -- Acc-I:50(A)
Level 18: Invincibility -- GftotA-Def/EndRdx:35(A), GftotA-Def/Rchg:35(19), GftotA-Def/EndRdx/Rchg:35(19), GftotA-Def:35(21)
Level 20: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-Pcptn:20(31), RechRdx-I:50(50)
Level 22: Tough -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx:35(23), RctvArm-ResDam/Rchg:35(23), RctvArm-ResDam/EndRdx/Rchg:35(50)
Level 24: Weave -- GftotA-Def/EndRdx:35(A), GftotA-Def/Rchg:35(25), GftotA-Def/EndRdx/Rchg:35(27), GftotA-Def:35(27)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(29), LkGmblr-Def:50(29)
Level 28: Fire Sword Circle -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(31), Erad-Acc/Dmg/EndRdx/Rchg:30(31), Sciroc-Dmg/EndRdx:50(33), Sciroc-Dmg/Rchg:50(34)
Level 30: Resist Energies -- ResDam-I:50(A)
Level 32: Super Jump -- Jump-I:50(A)
Level 35: Incinerate -- S'ngH'mkr-Acc/Dmg:30(A), S'ngH'mkr-Dmg/EndRdx:30(36), S'ngH'mkr-Dmg/Rchg:30(36), S'ngH'mkr-Dmg/EndRdx/Rchg:30(36), C'ngImp-Acc/Dmg/EndRdx:30(37)
Level 38: Greater Fire Sword -- S'ngH'mkr-Acc/Dmg:30(A), S'ngH'mkr-Dmg/EndRdx:30(39), S'ngH'mkr-Dmg/Rchg:30(39), S'ngH'mkr-Dmg/EndRdx/Rchg:30(39), C'ngImp-Acc/Dmg/EndRdx:30(40)
Level 41: Char -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(42), Thundr-Acc/Dmg/Rchg:30(42), Thundr-Acc/Dmg/EndRdx:30(42)
Level 44: Fire Blast -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(45), Thundr-Acc/Dmg/Rchg:30(45), Thundr-Acc/Dmg/EndRdx:30(45)
Level 47: Fire Ball -- Posi-Acc/Dmg:30(A), Posi-Dmg/EndRdx:30(48), Posi-Dmg/Rchg:30(48), Posi-Dmg/Rng:30(48), Posi-Acc/Dmg/EndRdx:30(50)
Level 49: Resist Elements -- ResDam-I:50(A)
------------
Level 1: Brawl -- Empty(A), Empty(9), Empty(34)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A), Empty(46), Empty(46)
Level 1: Gauntlet
Level 4: Ninja Run
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Set Bonus Totals:- 18.6% Defense(Smashing)
- 18.6% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 18% Defense(Energy)
- 18% Defense(Negative)
- 3% Defense(Psionic)
- 10.8% Defense(Melee)
- 10.5% Defense(Ranged)
- 4.56% Defense(AoE)
- 9% Max End
- 18.8% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 23% Enhancement(Accuracy)
- 105.4 HP (5.63%) HitPoints
- MezResist(Held) 2.75%
- MezResist(Immobilize) 12.1%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 10.5% (0.18 End/sec) Recovery
- 30% (2.35 HP/sec) Regeneration
- 7.84% Resistance(Fire)
- 2.84% Resistance(Cold)
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Quote:Then why bother to get S/L defense to the soft-cap? Invinc also increases it with more foes in melee range.I'm not sure why I'm even bothering to reply if it "escapes you". Invul increases defense as foes are in range. I can get to capped e/ne with 4 foes. Nothing will increase Psi. If you don't get that, well, I can't explain any further.
Quote:As far as offense, thank you for comments, I'm content with it. -
Looks pretty good, but I'd suggest a few changes.
If Acro is your only KB protection, definitely take it before level 49, you'll find KB to be a problem long before that. I'd suggest getting it in the early twenties at the latest.
Instead of the two accuracy commons in Fault, try a couple of Stupefy IOs to give some Accuracy, Recharge, and if you like, end reduction. Two Stupefys will also give you a 2.5% recovery bonus. (I think I would pull a slot from Hasten and add it to Fault, too, but that's more personal preference.)
The second BotZ gives a very small E/NE bonus. I'd pull the second slot and use it to put a LotG defense IO in CJ. With that slotting, you'll have the same amount of E/NE defense, slightly more defense to all other damage types, and a 10% regen bonus for the two LotGs.
I prefer to use Mako's Acc/End/Rchg/Dam as the fifth slot for Kinetic Combat sets. You'll get slightly less end reduction and accuracy than you have with the CI Acc/Dam/End, but considerably more recharge. -
I think you're making a big mistake skipping Rage. Several of your attacks are underslotted for damage, and two for accuracy, which I wouldn't recommend even with Rage. IMO, Jab and Haymaker both need another slot, and if you're going to use the Basilisk's Gaze in KoB, you should slot it with something other than Kinetic Combat. (Which you can afford to do since you're way past the soft-cap for S/L.)
The logic behind going to such lengths to soft-cap Psi defense but leaving E/NE at at 40% escapes me; E/NE damage is something like 8 times as common as Psi.
Durability is fine, but I think you're giving up way too much offense to build defense to an extremely rare damage type.
EDIT: I know you're going for a "no weaknesses" tank, but IMO having inadequate offense is a glaring weakness. -
I'm still puzzled why you left that slot empty at level 2. Here's your build with a few changes, I moved Murky to 2, Combustion to 4, dropped Fire Sword, then added Incinerate and Soul Transfer and moved things around a bit to accomodate. Made some tweaks to slotting, too. If you don't like Soul Transfer, SJ or Teleport Foe would also be decent picks for the last power.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Nuria Dark: Level 50 Mutation Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Fiery Melee
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- S'fstPrt-ResKB:30(A), S'fstPrt-ResDam/Def+:30(3), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam:40(25), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam/Rchg:40(33)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(17), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam:40(39)
Level 4: Combustion -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(5), Erad-Acc/Dmg/EndRdx/Rchg:30(5), C'ngBlow-Acc/Dmg:50(23), C'ngBlow-Dmg/EndRdx:50(39), C'ngBlow-Dmg/Rchg:50(46)
Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(23)
Level 8: Dark Regeneration -- Nictus-Acc/EndRdx/Heal/HP/Regen:50(A), Nictus-Acc/EndRdx/Rchg:50(9), Nictus-Acc/Heal:50(9), Theft-Acc/EndRdx/Rchg:30(11), Theft-Heal/Rchg:30(11), Theft-+End%:30(13)
Level 10: Super Speed -- Zephyr-ResKB:50(A)
Level 12: Cloak of Darkness -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Def:50(21), LkGmblr-Rchg+:50(21)
Level 14: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(37), Mocking-Taunt/Rchg/Rng:50(40), Mocking-Acc/Rchg:50(42), Mocking-Taunt/Rng:50(45)
Level 16: Death Shroud -- Erad-%Dam:30(A), Erad-Dmg/Rchg:30(27), Erad-Acc/Dmg/EndRdx/Rchg:30(29), Erad-Acc/Dmg/Rchg:30(29), Sciroc-Dmg/EndRdx:50(31), Sciroc-Acc/Dmg/EndRdx:50(31)
Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 20: Recall Friend -- Winter-ResSlow:50(A)
Level 22: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(27), RechRdx-I:50(36)
Level 24: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/Rchg:35(48), KntkC'bat-Knock%:35(48)
Level 26: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam:40(33), RctvArm-ResDam/Rchg:40(45)
Level 28: Fire Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(36), Sciroc-Dmg/EndRdx:50(37), Sciroc-Dmg/Rchg:50(37)
Level 30: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(34), LkGmblr-Def:50(39), LkGmblr-Rchg+:50(46)
Level 32: Combat Jumping -- Zephyr-ResKB:50(A), LkGmblr-Rchg+:50(50)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(48), Mako-Acc/Dmg/EndRdx/Rchg:50(50)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(43), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(45), P'Shift-End%:50(46)
Level 47: Oppressive Gloom -- Acc-I:50(A)
Level 49: Soul Transfer -- RechRdx-I:50(A)
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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 0: Ninja Run
Level 1: Swift -- Run-I:50(A)
Level 1: Hurdle -- Jump-I:50(A)
------------
Set Bonus Totals:- 27.4% Defense(Smashing)
- 27.4% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 18.6% Defense(Energy)
- 18.6% Defense(Negative)
- 3% Defense(Psionic)
- 15.2% Defense(Melee)
- 10.8% Defense(Ranged)
- 4.56% Defense(AoE)
- 9% Max End
- 27% Enhancement(Accuracy)
- 22.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 288.1 HP (15.4%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 15.4%
- 4% (0.07 End/sec) Recovery
- 50% (3.91 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5% RunSpeed
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Though I'm not happy this happened--it would have been great to have the new issue out in time for the TG weekend--this actually works better for me. My second account gets City Traveler on 11/27, so I'll be able to respec travel powers and for the Fitness change at the same time.
/glass half-full -
Quote:"While you're at it, why don't you give me a nice paper cut and pour lemon juice on it?"It was a lot of fun. Our group did the Hess tf is about 54 minutes, and I leveled up. I was surprised by how effective 8 Tankers could be when working together! We rolled through!!
I really wanted to do Hess, but it filled up before I could get a spot. -
You might also want to wait to see if Dechs chimes in, he's the local Dark/Fire expert.
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Hmm, I'll defer to others who have more experience with tanker FM than I do, my experience is with a brute. However, if you drop FS you'll only have 4 attacks, which seems pretty light to me. You may want to consider picking up BoF or Incinerate instead. Pulling slots from Stamina, SS and Op Gloom should give you enough slots to play with.
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What's the deal with no level 2 power? You should just take Fire Sword at 2, shift things around and add a single-slot power like Soul Transfer. Maneuvers is also an option, but it will need to be 2 or 3 slotted so it has sufficient end reduction.
Without Maneuvers, you can soft-cap S/L by simply 4-slotting Taunt with Mocking Beratement. If you could find a fifth slot for it, you'd get a nice F/C def bonus.
Scorch and Fire Sword are currently underslotted, they each need a slot for sufficient Accuracy and Damage.
I'd try to put another slot in CJ, too, and pick up a Kismet +Acc.
Stamina is currently way overslotted, I'd pull at least 2 slots, if not three; the 6 slot F/C def bonus is not worth slotting for. Similarly, pull a slot each from SS and Op Gloom. The two-slot BotZ bonus is too small to worry about, and Op Gloom will do just fine with a Accuracy. (Its endurance cost is tiny.) -
Quote:Agreed. In addition:at fisrt glance:
ummm you really need all those pvp IOs?
Physical perfections waaaay overslotted - infact with WP you don't even need it imo - dumping in the numina + miracle uniques + performance shifter proc into your build will cover you
Fast healing would do better with Regenerative Tissue +regen unique and Numina Heal + Heal/Rech IOs in
Strength of Will only needs 1 IO slotted - it cannot be effected by any form of recharge either just fyi
Like Physical Perfection, Stamina is very overslotted. 3 or 4 slots will be plenty unless you're aiming for a specific, highly-desirable set bonus.
HPT should primarily be slotted for Heal, and just secondarily for resistance. I'd slot 3 Heal IOs (or 4 if you're using sets) and 2-3 resistance. If you want to stick with the GA set, just the +def and the resistance IO would be fine.
Many of your powers are underslotted for defense, resistance, and in the case of toggles, end reduction. (Though that's not as much of a concern for WP.) The rule of thumb is to aim for 95% enhancement of heals and 56% for defense and resistance, plus around 40% end reduction in toggles. The slotting of Fast Healing is particularly baffling; you'll have to spend billions on those PvP IOs, why not use a level 50 Heal set in FH that will come close to fully slotting it in 3 slots?
RttC is a weak taunt aura, so in addition to end reduction, I'd add a slot for taunt duration. Getting Taunt itself would be a good idea when Fitness becomes inherent and those slots open up.
Double-slotting Resurgance with recharge seems unduly pessimistic. IMO, triple-slotting SS is also a waste.
WP does NOT need KB protection; I'd recommend dropping SoW down to one slot, the Steadfast +Def would be fine there.
You're taking attacks way too late and powers that can be delayed like the Fighting Pool and Resurgance too early. I recommend taking JL and TS pre-20 and LR as soon as it's available. (I know this is a respec but you might want to exemp some day.)
You can't take Conserve Power after Physical Perfection. PP really doesn't need more than 4 slots, but if you don't want to take it at 49, move something like Resurgance or SoW into that spot.
You may want to consider slotting for typed defense bonuses since they will signficantly increase your surviability. S/L def is always the challenge for WP, but if you could get it up to around 30% it would be a big help. -
Quote:So, it only goes over the defense debuff resistance cap when double-stacked? Which is, what, about half the time?It isn't a playstyle preference. It is build optimization. Both builds posted go over the defense debuff resistance cap. Dropping it down to one Membrane still keeps you at the cap and frees up a valuable slot.
By the way, you have to manually add the amount of DDR to see what the total will be when Active Defense is double-stacked.
Putting the third slot in Hasten may be your idea of "build optimization", but it's not everyone's. Some might feel having their DDR total closer to the cap all the time is worth the slot.
I wouldn't do it, but then, I wouldn't use the third slot in Hasten, either. -
Quote:Unless Mid's is wrong, (which I know has happened) making that change would trade 8% defense debuff resistance for Hasten recharging 6 seconds faster. IMO it's a matter of playstyle preference which is the better choice.The build posted above looks better, except for the Hasten and Active Defense slotting. Drop two of the three membranes and put in one recharge IO in Active Defense. Use the extra slot to get Hasten's recharge down more. This will help you keep Hasten almost permanent without the Alpha enhancement. You will still have Active Defense permanently double-stacked, and you will be at the DDR cap.
Re the OP's question about OwtS, it has a crash, but a mild one compared to some other T9s. You lose about half your end bar but no HP. So yeah, it's situational, but not a bad single-slot power. Of course, CJ would be a good choice too.
EDIT: If you prefer SJ, why not go CJ/SJ/Hasten and skip OwtS?