Finduilas

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  1. I agree with Syntax that you want to slot Deflection and True Grit for resistance. Deflection in particular is worth slotting because with it and Tough, you can get S/L resistance up to 45%; very useful on top of Shield's defense.

    In the posted build, I'm not sure what the point is of the Enzymes in BA; the tiny amount of additional defense debuff resistance (less than 2%) is not worth the additional slot.

    Also, Aid Self needs some Interrupt Reduction slotted; I think that's more important than the DW recharge bonus.

    Assault seems like a wasted pick. I'd drop it for OwtS or CJ for a little additional defense.

    I'm also not sure why you're slotting all level 30s. Level 35s would be a better choice, they'd get you to the ED cut-off for defense and resistance. And if you're slotting one or two common IOs, there's absolutely no reason not to slot level 50s since there's no bonus to lose.

    Here's your build with the changes I'd recommend. I dropped Assault for OwtS, but CJ would also be a good pick.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Detective Shields v2: Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Mu Mastery
    Hero Profile:
    Level 1: Deflection -- LkGmblr-Rchg+:35(A), LkGmblr-Def:35(7), LkGmblr-Def/EndRdx/Rchg:35(15), LkGmblr-Def/EndRdx:35(17), ResDam-I:50(36), ResDam-I:50(42)
    Level 1: Jab -- Mako-Acc/Dmg:30(A), Mako-Dmg/EndRdx:30(3), Mako-Dmg/Rchg:30(3), Mako-Acc/EndRdx/Rchg:50(9), Mako-Acc/Dmg/EndRdx/Rchg:30(13), Mako-Dam%:30(19)
    Level 2: Battle Agility -- LkGmblr-Rchg+:35(A), LkGmblr-Def:35(7), LkGmblr-Def/EndRdx:35(17), LkGmblr-Def/EndRdx/Rchg:35(42)
    Level 4: Haymaker -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Dmg/EndRdx:30(5), C'ngImp-Dmg/Rchg:30(5), C'ngImp-Acc/Dmg/Rchg:30(13), C'ngImp-Acc/Dmg/EndRdx:30(19)
    Level 6: Active Defense -- HO:Membr(A), HO:Membr(46), HO:Membr(48)
    Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(9)
    Level 10: True Grit -- Numna-Heal/EndRdx:35(A), Numna-Heal/EndRdx/Rchg:35(11), Numna-Heal/Rchg:35(11), Numna-Heal:35(15), ResDam-I:50(31), S'fstPrt-ResDam/Def+:30(36)
    Level 12: Phalanx Fighting -- LkGmblr-Rchg+:30(A)
    Level 14: Super Speed -- Zephyr-Travel/EndRdx:30(A)
    Level 16: Against All Odds -- EndRdx-I:50(A)
    Level 18: Boxing -- Mako-Acc/Dmg/EndRdx/Rchg:30(A)
    Level 20: Knockout Blow -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(21), Hectmb-Acc/Dmg/Rchg:50(21), Hectmb-Acc/Rchg:50(23), Hectmb-Dmg/EndRdx:50(23)
    Level 22: Tough -- Aegis-ResDam/EndRdx:35(A), Aegis-ResDam/Rchg:35(25), Aegis-EndRdx/Rchg:35(31), Aegis-ResDam/EndRdx/Rchg:35(34), Aegis-ResDam:35(34)
    Level 24: Weave -- LkGmblr-Rchg+:35(A), LkGmblr-Def:35(25), LkGmblr-Def/EndRdx:35(31), LkGmblr-Def/EndRdx/Rchg:35(36)
    Level 26: Shield Charge -- Oblit-Dmg:30(A), Oblit-Acc/Rchg:30(27), Oblit-Dmg/Rchg:30(27), Oblit-Acc/Dmg/Rchg:30(29), Oblit-Acc/Dmg/EndRdx/Rchg:30(29), Oblit-%Dam:30(42)
    Level 28: Rage -- GSFC-ToHit:30(A), GSFC-ToHit/Rchg:30(37), GSFC-ToHit/Rchg/EndRdx:30(37), GSFC-Rchg/EndRdx:30(37), GSFC-ToHit/EndRdx:30(40), GSFC-Build%:30(40)
    Level 30: Aid Other -- IntRdx-I:50(A)
    Level 32: Aid Self -- IntRdx-I:50(A), IntRdx-I:50(33), Dct'dW-EndRdx/Rchg:30(33), Dct'dW-Heal/Rchg:30(33), Dct'dW-Rchg:30(34)
    Level 35: One with the Shield -- ResDam-I:50(A)
    Level 38: Foot Stomp -- 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: Electrifying Fences -- Posi-Acc/Dmg:30(A), Posi-Dmg/EndRdx:30(43), Posi-Dmg/Rchg:30(43), Posi-Dmg/Rng:30(43), Posi-Acc/Dmg/EndRdx:30(46)
    Level 44: Ball Lightning -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(45), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Acc/Rchg:50(45), Ragnrk-Dmg/EndRdx:50(46)
    Level 47: Taunt -- Zinger-Taunt:30(A), Zinger-Taunt/Rchg:30(50), Zinger-Taunt/Rchg/Rng:30(50), Zinger-Acc/Rchg:30(50)
    Level 49: Grant Cover -- LkGmblr-Rchg+:30(A)
    ------------
    Level 1: Brawl -- Mako-Acc/Dmg/EndRdx/Rchg:30(A)
    Level 1: Sprint -- Empty(A), Empty(48), Empty(48)
    Level 2: Rest -- RechRdx-I:30(A)
    Level 1: Gauntlet
    Level 4: Ninja Run

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  2. Quote:
    Originally Posted by MajorDecoy View Post
    Is there a reason you slot weave out but not Phalanx fighting? They both provide a 5% bonus, but Phalanx fighting also provides another 3% per each ally within melee range. It doesn't happen all the time, but it's not a bad bonus.
    A couple of good reasons to slot Weave but not PF:

    Weave's base 5% defense to self is enhanceable, PF's is not. Enhanced, Weave is going to provide around 7.8 defense all the time, where slotting PF will only help you in cases where the ally bonus kicks in.

    Weave costs endurance--it's a relatively high cost toggle--and PF is a passive that requires no end reduction.

    I wouldn't say it's bad to slot PF, but given that it's a passive, and the enhanceable bonus highly situational, I think it makes perfect sense to to slot Weave more heavily.
  3. You may want to take Cloak of Fear, but for a Dark/Mace you'd be much, much better off taking Op Gloom. My Dark/Mace is at level 48, and the combination of Clobber plus Op Gloom is just awesome; you can stun anything up to bosses at will. (I've managed to stun AVs on occasion!) Besides the damage mitigation it provides, Op Gloom woud be a much better choice for you endurance-wise. Even with Physical Perfection, you've got several high endurance toggles, (DS, Maneuvers, FA) and CoF would add one more.

    Other issues:

    Death Shroud is underslotted for end reduction, you should be aiming for a least 60-70%. More end reduction in Dark Regen wouldn't hurt either.

    Focused Accuracy is a dog, IMO, especially for a Dark tank. Take Build Up instead and slot the Rectified Reticles there. You can get most of the benefits of FA by slotting the RR +percep and the Kismet +Acc at no end cost at all. (Only if you want extra +percep, since CoD does provide some.)

    The rest of the build isn't bad, though Ob Shield and Maneuvers are both underslotted. I'm not a big fan of Maneuvers because it has a high end cost for the amount of end it provides, so if you're going to run it it needs another slot to provide additional end reduction. You could free up a couple of slots by pulling one from some of the six-slotted attacks.

    I do think you should strongly consider dropping something for Op Gloom; it does fine with just the base slot, unlike CoF which will need to be slotted for end reduction and accuracy. Acro would be a good choice if you can find the slots for some -KB IOs, or Soul Transfer if you're not too attached to it.

    Here's what I would do with your build; with Maneuvers running you're right at the S/L soft-cap with no need for CoF's "pseudo-defense". I dropped FA and Acro for Op Gloom & Build-up, but if you'd rather drop something like Soul Transfer instead, that's your call.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Tenderizor - No Fitness: Level 50 Mutation Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: War Mace
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Dark Embrace -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(13), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(37)
    Level 1: Bash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(34), KntkC'bat-Dmg/EndRdx/Rchg:35(42), Mako-Acc/Dmg/EndRdx/Rchg:50(42)
    Level 2: Murky Cloud -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(15), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(40)
    Level 4: Jawbreaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:50(34)
    Level 6: Obsidian Shield -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(34)
    Level 8: Dark Regeneration -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(9), Erad-Acc/Dmg/EndRdx/Rchg:30(9), Dct'dW-Heal/EndRdx:50(11), H'zdH-Heal/EndRdx/Rchg:40(11), Theft-+End%:30(13)
    Level 10: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rng:50(45), Zinger-Dam%:50(45), Zinger-Taunt/Rchg:50(48), Zinger-Taunt/Rchg/Rng:50(48), Zinger-Acc/Rchg:50(48)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(17)
    Level 14: Cloak of Darkness -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(23), LkGmblr-Def/EndRdx:50(46), LkGmblr-Def/EndRdx/Rchg:50(46)
    Level 16: Super Jump -- Winter-ResSlow:50(A)
    Level 18: Death Shroud -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(19), Erad-Acc/Dmg/Rchg:30(19), Erad-Acc/Dmg/EndRdx/Rchg:30(40), Sciroc-Dmg/EndRdx:50(43), Sciroc-Acc/Dmg/EndRdx:50(43)
    Level 20: Clobber -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(25), C'ngImp-Acc/Dmg/Rchg:50(27), C'ngImp-Acc/Dmg/EndRdx:50(27)
    Level 22: Boxing -- Acc-I:50(A)
    Level 24: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(25), RctvArm-ResDam/Rchg:40(43), RctvArm-ResDam/EndRdx/Rchg:40(46)
    Level 26: Oppressive Gloom -- Stpfy-Acc/Stun/Rchg:50(A)
    Level 28: Whirling Mace -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(29), Erad-Acc/Dmg/EndRdx/Rchg:30(29), M'Strk-Dmg/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(31)
    Level 30: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(31), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Def:50(33)
    Level 32: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Def/EndRdx:50(50)
    Level 35: Shatter -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(36), Erad-Acc/Dmg/EndRdx/Rchg:30(36), C'ngBlow-Acc/Dmg:50(36), C'ngBlow-Dmg/EndRdx:50(37), C'ngBlow-Dmg/Rchg:50(37)
    Level 38: Crowd Control -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Sciroc-Dmg/Rchg:50(39), Sciroc-Dmg/EndRdx:50(40)
    Level 41: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(42)
    Level 44: Conserve Power -- RechRdx-I:50(A)
    Level 47: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:50(50), EndMod-I:50(50)
    Level 49: Soul Transfer -- Heal-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A), Empty(3), Empty(3), Empty(45)
    Level 1: Sprint -- Empty(A), Empty(23)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    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)
    • 23% Defense(Smashing)
    • 23% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 23.6% Defense(Energy)
    • 23.6% Defense(Negative)
    • 3% Defense(Psionic)
    • 13% Defense(Melee)
    • 13.3% Defense(Ranged)
    • 3% Defense(AoE)
    • 9% Max End
    • 35% Enhancement(RechargeTime)
    • 18% Enhancement(Accuracy)
    • 5% FlySpeed
    • 189.7 HP (10.1%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 13.8%
    • MezResist(Sleep) 1.65%
    • MezResist(Terrorized) 2.75%
    • 2.5% (0.04 End/sec) Recovery
    • 50% (3.91 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 5% RunSpeed

    Code:
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  4. 6-slotting Bone Smasher with a stun set is a bad idea; it leaves it completely unslotted for damage. Char has the same problem, though it's not quite as bad because Char is a less damaging power. I'd slot both for damage, though.

    Fly is way overslotted, IIRC one level 50 Fly common will put you at the cap. Resurgance, ditto--how often do you think you're going to die?!?

    RttC should be taken much earlier, and fully slotted for Heal; a Taunt Duration IO wouldn't be a bad idea, either. Mind Over Body is also underslotted; drop the Psi IO for another IO that provides resistance, the Psi IO is a waste of influence.

    It probably feels weak to S/L because it is! Just 46% S/L resistance and negible S/L defense is a not great, IMO. I'd drop Hover, Resurgance, and Melt Armor and pick up the Fighting Pool since you have an unused power pool. You don't have to try to soft-cap S/L defense, but just getting it in the 20-30% range would improve your survivability significantly. Once you have Weave, a couple of Kinetic Combat sets in your ST attacks and 4-slotting Taunt with Mocking Beratement should get you pretty close.
  5. I'm definitely in the pro-OG camp, I consider it a basic, must-have power for Dark Armor characters. The fact that it is so much less costly in end and slots is a big advantage over CoF. The ToHit debuff of CoF seems like a neglible advantage, given that stunned mobs won't be hitting you anyway.

    However, I do have CoF on my Dark Tank as a late-pick power, for the simple reason that it's effective on stun-resistant mobs like the ones you'll meet in the ITF. I use it strictly as a situational power, but as such, it has its uses.
  6. Quote:
    Originally Posted by XxKrucibleXx View Post
    Maybe im missing something super easy like most mobs do S/L damage. To me stacking S/L and ignoring everything else is like have 1 good player and 10 crappy ones on a football team. If my first sentence is correct then I suppose I have a lot of work to do.
    As it turns out, it's absolutely true that most mobs do S/L damage--around 70%, from one calculation. And there are a number of attacks that do a combination of types, Smashing/Fire, for example, which would also use your S/L defense number if it was highest.

    IMO, if you can afford to concentrate on building defense to one type, (it's really two types, but you know what I mean) S/L is by far the best bang for the buck. Especially if you have a readily available power that provides a substantial amount of S/L defense that you can build on.
  7. Quote:
    Originally Posted by Medic_brietz View Post
    Here are some cheap awesome sets and individual IO's to look into:
    (note, check the set bonus's to understnd more)
    Steadfast KB IO
    Just an FYI, a WP tank does NOT need any additional KB protection, so save yourself some influence and skip the KB protection IOs.
  8. The Fighting Pool is needed just as much or as little as it was in I13/I14. What has changed is that now the Fighting Pool--Weave specifically--can help you soft-cap defense, which is the goal that many Invul tanks work towards these days. Since you can soft-cap (45% defense) most damage types with defense bonuses, most work toward that rather than use Aid Self.

    The Steadfast +Def IO, Weave, and CJ or Hover (most use CJ since it has to be running to get the defense) are a solid foundation toward the goal of soft-capping S/L, and preferably E/NE with one foe in range in Invinc. I'd suggest taking a look at Call_Me_Awesome's soft-capping guide for more information.
  9. Option 1 (though this means I'll need to roll a tank on Virtue!)
  10. Quote:
    Originally Posted by Pit Viper View Post
    Hi Finduilas,

    Thanks, great build!

    I normally slot GotA or LotG into defensive powers, once I´d started playing with the build to improve the defense to fire and cold, I also started playing with the resists to it too. It looked like an interesting combination of softcapped defenses to all (except psi) as well as reasonable resists. It was just a little experiment.

    One of the few concerns I do have is tanking mobs with a large defense debuff eg. on the ITF or the old clockwork. How much extra S/L res will I need as a buffer to prevent cascade failure?
    Do you mean S/L defence instead of resistance? As far as I know, S/L resistance plays no role in preventing defense debuffs.

    Defense debuff resistance does help, however, and Invul has 50%, which is enough for most purposes. However, you still might get debuffed in the ITF since as you know, they stack debuffs like crazy. And once the debuffs start hitting they can blow through a defense buffer pretty easily. Really no way to prevent that unless you have 100% debuff resistance.

    One big advantage that Invul has in those situations is that with Tough your S/L resistance is capped, which reduces a lot of the incoming damage to tolerable levels.
  11. I can't to top Sailboat's reply for wittiness, so I'll just give the facts.

    The first three weeks of the month are assigned to specific servers, (Champion, Justice and Freedom) and the last one or two weeks rotate between servers. I believe Virtue had a TT last month or the month before.

    So patience! It'll come around to Virtue again.
  12. Quote:
    Originally Posted by DumpleBerry View Post
    I'm feeling a theme of the thread:

    "I'm used to riding my bike around everywhere. It's way faster than walking, and super efficient. But, I've heard about these horseless carriages. Worth it or not?"

    "Lamborghinis are expensive, buying a car isn't worth it."

    "..."
    LOL, too true.

    I would invite the OP to come on down to the tanker forum and ask for some suggestions there. We regularly advise players on how to improve their builds using IOs, and not every build has a "the sky's the limit" budget.

    Specifically, a lot of super-expensive WP tanker builds you'll see are soft-capping defense, but even getting 25-30% defense will give a big boost in survivability, without costing billions.
  13. Quote:
    Originally Posted by GreenFIame View Post
    None because the design for tankers are all Defensive Stuff, They don't need offensive Stuff. Tanker is Suppose to take the Aggro, while the rest of the team Take out the mobs.
    Quote:
    Originally Posted by Tired Angel View Post
    I don't 100% agree with this. While my own personal view and build style is build up my defences first not thinking about offensive stuff isn't the way to go.
    I can say unequivocally that I 100% DISagree with GreenFlame.

    If tankers aren't designed to do offense, why do they have a whole secondary that does just that? For show? Because the devs couldn't think of anything else to give them?

    If that weren't absurd on the face of it, there's the fact that the tanker inherent, Gauntlet, is a way for tanks to tanks manage aggro by using, tah-dah, their ATTACKS. A tank ignoring their offense is one that is choosing not to use one of the primary tools they've been given to do their job.
  14. In a word, no, it's not worth it, since there are better means to achieve the same result.

    For one thing, your S/L def is *much* higher than it needs to be, especially since as soon as you step into a group with more than one foe, your defense is going to be higher because of Invinc. IMO, the obvious way to soft-cap F/C without using full Erad sets is to back off on the S/L def a bit. Doing so will allow you to replace the last two Erad IOs with a couple of Scirocco's Dervish for a 10% regen bonus. They'll be well slotted for end red, too.

    Here's how I'd change your build to soft-cap F/C without those Erad sets. A note about enhancement levels: unless there's a compelling reason to slot level 30 RA and RF sets, I'd go with level 35s, since that will take you to the ED cut-off for def/resistance. And there's absolutely no reason not to use level 50 Mako's IOs with your KC set, since there's no bonus to lose and level 50s will get you to the ED cut-off for damage. Also, I'm not a big fan of Red Fortune for Invul, I think you should consider slotting either Gift of the Ancients or Luck of the Gambler, IMO they give better bonuses.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Djinn: Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Fiery Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery
    Hero Profile:
    Level 1: Resist Physical Damage -- Aegis-ResDam/EndRdx:30(A), Aegis-ResDam/Rchg:30(13), Aegis-ResDam:30(13)
    Level 1: Scorch -- P'ngFist-Acc/Dmg:25(A), P'ngFist-Acc/Dmg/Rchg:25(3), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(11), P'ngS'Fest-Acc/Dmg:30(23), P'ngS'Fest-Dmg/EndRdx:30(33), P'ngS'Fest-Dmg/Rchg:30(46)
    Level 2: Fire Sword -- KntkC'bat-Dmg/EndRdx/Rchg:30(A), KntkC'bat-Acc/Dmg:30(3), KntkC'bat-Dmg/EndRdx:30(11), KntkC'bat-Dmg/Rchg:30(21), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
    Level 4: Combustion -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg:30(5), Erad-Acc/Dmg/Rchg:30(5), Erad-Acc/Rchg:30(21), Sciroc-Dmg/EndRdx:30(23), Sciroc-Acc/Dmg/EndRdx:30(31)
    Level 6: Temp Invulnerability -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx:35(7), RctvArm-ResDam/Rchg:35(7), RctvArm-ResDam/EndRdx/Rchg:35(15)
    Level 8: Unyielding -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx:35(9), RctvArm-ResDam/Rchg:35(9), RctvArm-ResDam/EndRdx/Rchg:35(19)
    Level 10: Dull Pain -- Dct'dW-Heal/Rchg:30(A), Dct'dW-Heal/EndRdx:35(15), Dct'dW-Rchg:30(31), Dct'dW-EndRdx/Rchg:30(46), Dct'dW-Heal:30(46)
    Level 12: Resist Energies -- Aegis-ResDam:30(A), Aegis-ResDam/EndRdx:30(27), Aegis-ResDam/Rchg:30(27)
    Level 14: Boxing -- Acc-I:30(A)
    Level 16: Tough -- Aegis-ResDam/EndRdx:35(A), Aegis-ResDam/Rchg:35(17), Aegis-ResDam/EndRdx/Rchg:35(17), Aegis-ResDam:35(19)
    Level 18: Invincibility -- RedFtn-Def:35(A), RedFtn-Def/EndRdx:35(50), RedFtn-Def/Rchg:35(50), RedFtn-Def/EndRdx/Rchg:35(50)
    Level 20: Resist Elements -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam:30(31), Aegis-ResDam/EndRdx:30(40), Aegis-ResDam/EndRdx/Rchg:30(43)
    Level 22: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(42), Mocking-Taunt/Rchg/Rng:50(43), Mocking-Acc/Rchg:50(43), Mocking-Taunt/Rng:50(45)
    Level 24: Weave -- RedFtn-Def:35(A), RedFtn-Def/EndRdx:35(25), RedFtn-Def/Rchg:35(25), RedFtn-Def/EndRdx/Rchg:35(33)
    Level 26: Tough Hide -- RedFtn-Def:35(A), RedFtn-Def/EndRdx:35(34), RedFtn-Def/Rchg:35(34), RedFtn-Def/EndRdx/Rchg:35(34)
    Level 28: Fire Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(29), Erad-Dmg:30(29), Erad-Acc/Rchg:30(37), Sciroc-Dmg/EndRdx:30(37), Sciroc-Acc/Dmg/EndRdx:30(42)
    Level 30: Combat Jumping -- Winter-ResSlow:30(A)
    Level 32: Build Up -- Rec'dRet-Pcptn:20(A)
    Level 35: Incinerate -- KntkC'bat-Dmg/EndRdx/Rchg:30(A), KntkC'bat-Acc/Dmg:30(36), KntkC'bat-Dmg/EndRdx:30(36), KntkC'bat-Dmg/Rchg:30(36), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
    Level 38: Greater Fire Sword -- KntkC'bat-Dmg/EndRdx/Rchg:30(A), KntkC'bat-Acc/Dmg:30(39), KntkC'bat-Dmg/EndRdx:30(39), KntkC'bat-Dmg/Rchg:30(39), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
    Level 41: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(42)
    Level 44: Fire Blast -- Thundr-Acc/Dmg/EndRdx:30(A), Thundr-Acc/Dmg/Rchg:30(45), Thundr-Acc/Dmg:30(45)
    Level 47: Fire Ball -- Posi-Acc/Dmg/EndRdx:30(A), Posi-Acc/Dmg:30(48), Posi-Dmg/Rchg:30(48), Posi-Dmg/EndRdx:30(48)
    Level 49: Hasten -- RechRdx-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A), Empty(40)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 19.3% Defense(Smashing)
    • 19.3% Defense(Lethal)
    • 18.6% Defense(Fire)
    • 18.6% Defense(Cold)
    • 19.3% Defense(Energy)
    • 19.3% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.1% Defense(Melee)
    • 11.1% Defense(Ranged)
    • 10.8% Defense(AoE)
    • 5.4% Max End
    • 5% Enhancement(RechargeTime)
    • 9% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 168.7 HP (9%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 17.1%
    • MezResist(Sleep) 2.2%
    • MezResist(Terrorized) 2.2%
    • 20% Perception
    • 4.5% (0.08 End/sec) Recovery
    • 28% (2.19 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 6.62% Resistance(Fire)
    • 6.62% Resistance(Cold)
    • 20% RunSpeed
    • 2.5% XPDebtProtection

    Code:
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  15. Quote:
    Originally Posted by Ironblade View Post
    Well, this is a YMMV situation. I disagree. I think it makes perfect sense. Of course, my goals don't vary. If I make a tank, I have two goals. Personal survival and team survival. If I want to deal a lot of damage, I'll play a scrapper.

    I do think your statement "You really shouldn't have to skimp on your offense to have good defense as a tank" is a reasonable and accurate one. My position, though, is that I can usually find another power in the power pools or epics that will make my defense BETTER.
    Definitely a YMMV thing, but on the whole I agree with Grey Pilgrim. The problem with saying "defense first!" is that:

    1) you can get to the point were the remaining options for increasing your defense are incremental at best, and likely to improve your survability only marginally.

    2) attacks draw aggro and contribute damage to a team, both of which help you perform your function as a tank. There is certainly a point where you will be aiding your team more by having sufficient, well-slotted attacks than by incrementally increasing your defensive powers a tiny bit more.

    Bottom line for me is that since you don't have to sacrifice offense to have sufficient (and more) defense to handle any content in the game, you are doing your team no favors by doing so.

    P.S. FWIW, there are times when I take all 9 powers from my primary, and many times I don't. It depends completely on whether the I see enough benefit to give them 'build room' and whether they suit my playstyle. (I don't take rezzes for the second reason.) I think the smallest number of secondary attacks I've taken on a tank is five, but usually in that case I take a pool or ancillary attack as well. I don't think I've ever rolled a character (I play melee exclusively, pretty much) with fewer than 6 attacks.
  16. Quote:
    Originally Posted by New Dawn View Post
    Steadfast protection +3% def out of fashion? I think what I am saying is by spotting what was instantly missing for me, is to keep looking and looking at the slotting, the time at which powers are picked, the figures..As there is always something that can be improved. I was looking at the final build of my Mind controller last night preparing it for when fitness pool is inherent and just kicking myself for not noticing two alternative slot decisions. 45% s/l should be doable.
    D'oh!! I can't believe I forgot to put it in! No, it is absolutely not out of fashion, and could easily be slotted into the base slot of SoW without having to scrounge a slot from some other power.

    As for soft-capping, yes, it's certainly doable, but since it's a pretty expensive endeavor for a WP tank, I thought it might be better for the OP to work up to that if he/she wants. With the build I posted, the OP would have around 38% defense to S/L and 40% to E/NE, which would certainly still improve survivabiity considerably.
  17. +ToHit and +Perception is easy enough to get nowdays, there are IOs that will do the job with a single slot.

    Considering the low values that tanks get for the Leadership Pool, and the high endurance cost, the only one I'd ever consider for a tank is Maneuvers, and then only with a primary that would have trouble soft-capping defense without it. For easy-to-softcap sets like Shield, Ice, and Invul, I can't imagine ever taking it.

    But that's mostly because the value per end cost is so pitiful. If the devs were ever to reduce the end cost of the Leadership pool, or make it proportional to the AT modifier, I'd likely reconsider.
  18. Finduilas

    IO questions

    FWIW, that's happened to me many, many times.
  19. Finduilas

    IO questions

    A little longer answer:

    The LotG +Recharge is a global IO, which means it will work all the time, whether the power is activated or not, and whether the power is available or not. However, if you exempt more than 3 levels below the IO level, you will no longer get the benefit of it.

    The Numina regen/recovery, like the other regen/recovery uniques, the Stealth IOs, and a number of other IOs, are often called "proc 120s", because they are, in affect, a proc that has 100% chance to go off and will work for 120 seconds when slotted in a click power that is activated. Slotted in a passive they are always on, in a toggle they are on when the toggle is.

    Most people slot the regen/recovery uniques in Health, or another passive power that takes Heal IOs. If on the off-chance you didn't take Health, you will have it when I19 goes live. When exemping, they will work if the power is available to you.
  20. As much as I sympathize with Airhammer's P.O.V...

    Quote:
    Originally Posted by BlueRaptor View Post
    It doesn't confuse me. It's just wrong.
    If that four powers become inherent, you'll have the same amount of power choices but less powers to choose from. That means less possible combinations of powers. Less 'variety'.
    Possible combinations of powers isn't the same thing as actual power combinations that players use for their characters. Yes, there will be fewer possible combinations of powers that can be selected, but if more than 80% of the playerbase take the same 2 or 3 powers, that means less actual variety in builds.

    Quote:
    The point was, if 99% take three powers of that pool now, even those 99% don't take all four. And from what people including yourself wrote, they don't all take the same three.
    But everyone will be given all four.
    Which means less variety.
    You already claimed that the Fitness pool will no longer be possible choices, which I agree with. However, if they're no longer choices, they have no affect on the possible variety of builds; variety implies that other options are possible. You really can't have it both ways.
  21. Quote:
    Originally Posted by Mezocyclone View Post
    I recently purchased a new gaming desktop. When loading CoH everything was fine. I run Win7 64bit OS. However, when I try to play the game the little loading bar that shows up never goes away and, thus, the game never starts up. Any suggestions on how to fix this?

    I've tried "run as admin" and even setting the compatibility mode to an earlier version of Windows, but to no avail. There's got to be something I'm missing. My laptop runs the same OS, but has no problems running CoH which I find odd.
    This particular problem is often caused by a Windows skinning program like Window Blinds. IIRC, Alienware at least bundles a program like that with their systems. If you have such a program running, set it so it doesn't run with CoH.

    If that's not the problem, I suggest posting in the Tech Forum, a few up from this one. They will ask you to provide a CoH Helper log and a Hijack This! log; instructions are stickied in the forum.
  22. Finduilas

    Ice/DB tank

    I'll echo what Rylas said. IMO, the danger of Psi, and to a lesser extent, Fire, is not that significant to a well-built Ice tank. You can build mitigation against Ice's 'holes' if you like, but it will come at the expense of bonuses that I think are overall more useful for most of the game.

    And other than the Psi issue, the build you posted leaves a lot to be desired. For instance, youÂ’re using primarily positional sets for a typed defense build. For an Ice tank that can soft-cap so easily, that's a complete waste of slots and influence. Obliteration is a particularly poor choice for Icicles because even 6-slotted the set is underslotted for end reduction. In addition, you can get an equivalent or greater S/L def bonus with far few slots. (4 slots of Kinetic Combat gives the same bonus as *12* slots of Obliteration!)

    Your DB attacks are also a problem. DB is one of those sets where you really need to take everything, because otherwise you'll be locked out of one or more of the combos. And tanks don't even have the choice to skip the first two combos because they have to take Nimble Slash. Specifically, you'll need to take Power Slice if you want to have the most powerful combo, Sweep, available to you. Sweep also needs One Thousand Cuts, the level 38 attack, so you can delay PS until late if necessary. However, I would take Blinding Feint earlier since it serves as the Build-Up equivalent in the set.

    I also have to wonder why you've used a super-expensive PvP IO, since it's completely unneeded. You can get the Steadfast Protection +Def IO at a fraction of the cost, which has the exact same defense bonus.

    Other issues:

    The fifth LotG slot in your defense powers is completely unneeded since you're well over the ED cut-off for defense. Drop the Def/Rchg IO from all of them.

    You do not want to slot attacks with just a non-attack set like Mocking Beratement or Undermined Defenses, they won't adequately slot them for Accuracy and Damage. As I mentioned above, there are far better ways to get the defense you need.

    Slotting the Numina and Miracle uniques in click powers like Hoarfrost and Hibernate is a bad idea; they will only be active when the powers are. Put aside a slot for Health and slot them there instead.

    EA needs three aspects enhanced to as close to the ED cut-off as possible: defense, end mod, and recharge. I suggest 3 IOs each from high-level end mod and defense sets, heavy on the recharge.

    HereÂ’s what I would do with your build; I dropped Recall Friend for Power slice, but you could drop Permafrost and move the Steadfast +def to Hoarfrost if you prefer. I also reordered the powers a bit so you could take Taunt and Blinding Feint earlier. The three extra slots in Brawl and Sprint are to be used in Health and Stamina; remember, the Numina and Miracle uniques should be slotted in Health. My build does have lower Psi defense, but in most other ways I think it will work a lot better for you than the second one you posted.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Mutation Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Dual Blades
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Hero Profile:
    Level 1: Frozen Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(3), LkGmblr-Def/EndRdx/Rchg:50(3), LkGmblr-Def:50(5)
    Level 1: Nimble Slash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
    Level 2: Hoarfrost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal:50(9), Dct'dW-Rchg:50(9)
    Level 4: Ablating Strike -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(11), C'ngImp-Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(15)
    Level 6: Wet Ice -- EndRdx-I:50(A)
    Level 8: Chilling Embrace -- EndRdx-I:50(A)
    Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(33)
    Level 12: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(17), Mocking-Taunt/Rchg/Rng:50(19), Mocking-Acc/Rchg:50(19), Mocking-Taunt/Rng:50(21), Mocking-Rchg:50(21)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Typhoon's Edge -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(45), Erad-Acc/Dmg/Rchg:30(45), M'Strk-Dmg/EndRdx:50(45), M'Strk-Acc/Dmg/EndRdx:50(46)
    Level 18: Glacial Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(23), LkGmblr-Rchg+:50(23), LkGmblr-Def/EndRdx/Rchg:50(25)
    Level 20: Blinding Feint -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(25), C'ngImp-Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/Rchg:50(42), C'ngImp-Acc/Dmg/EndRdx:50(42)
    Level 22: Boxing -- Acc-I:50(A)
    Level 24: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(27), Aegis-ResDam/EndRdx/Rchg:50(27)
    Level 26: Energy Absorption -- RedFtn-Def/Rchg:50(A), RedFtn-Def/EndRdx/Rchg:50(31), RedFtn-Def:50(31), P'Shift-EndMod:50(31), P'Shift-EndMod/Rchg:50(33), P'Shift-EndMod/Acc/Rchg:50(50)
    Level 28: Vengeful Slice -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(29), C'ngImp-Dmg/Rchg:50(34), C'ngImp-Acc/Dmg/Rchg:50(34), C'ngImp-Acc/Dmg/EndRdx:50(37)
    Level 30: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Def:50(34), LkGmblr-Rchg+:50(40)
    Level 32: Icicles -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(40), Erad-%Dam:30(43), M'Strk-Dmg/EndRdx:50(43), M'Strk-Acc/Dmg/EndRdx:50(46)
    Level 35: Sweeping Strike -- Sciroc-Acc/Rchg:50(A), Sciroc-Acc/Dmg/EndRdx:50(36), Sciroc-Acc/Dmg:50(36), Sciroc-Dmg/EndRdx:50(36), Sciroc-Dmg/Rchg:50(37)
    Level 38: One Thousand Cuts -- Sciroc-Dmg/Rchg:50(A), Sciroc-Acc/Dmg/EndRdx:50(39), Sciroc-Acc/Dmg:50(39), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Rchg:50(40)
    Level 41: Power Slice -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(42), C'ngImp-Dmg/Rchg:50(46), C'ngImp-Acc/Dmg/Rchg:50(48), C'ngImp-Acc/Dmg/EndRdx:50(48)
    Level 44: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48)
    Level 47: Hibernate -- Heal-I:50(A)
    Level 49: Permafrost -- S'fstPrt-ResDam/Def+:30(A)
    ------------
    Level 1: Brawl -- Empty(A), Empty(17)
    Level 1: Sprint -- Empty(A), Empty(50), Empty(50)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run

    Code:
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  23. One of the most common ways to make a WP more survivable is to add defense, especially S/L defense. If you want to go that route, the best place to start is to 4-slot Kinetic Combat (plus an additional slot or two to round them out) in your ST attacks. Let us know if you'd like help putting together a defense build, and I'm sure someone here can help.

    In the meantime, the slotting of your current build leaves a lot to be desired. I'd start by cleaning that up before deciding that you want to change the direction of your build.

    To be specific, HPT, RttC and HS are way overslotted for Heal/Defense. Mouse over the power and look at the red number to see how much ED has effected your slotting. For instance, in HPT, you're getting 110% enhancement, but you slotted for 201% enhancement! Those last two Heal slots are completely wasted. The situation is similar for the other two powers. Here's what I would do:

    HPT can also be slotted for resistance, so replace the 2 Heal commons with 2 resist damage commons.

    In RttC, drop the Numina End/Rchg and +Regen/Recovery. The Regen/Recovery unique should go in a passive power, so put it Fast Healing, or better yet, in Health. Add a Taunt Duration as the fifth slot in RttC, and use the 6th slot elsewhere--both Jab and Punch need slots.

    Heightened Senses, drop the Def/Rchg and End/Rchg and use the slots elsewhere.

    Other slotting issues:

    Reactive Armor is a better choice for the resist toggles than Titanium Coating, since RA gives S/L and E/NE bonuses. Find two slots for Tough (it's currently underslotted for end reduction and resistance) and use RA there, too.

    You currently have a Numina End/Rchg slotted in Fast Healing, which is completely wasted in a passive power. Replace it with a Numina Heal/End/Rchg.

    Ditto for Indomitable Will; if you're going to keep in 4 slotted, drop the End/Rchg for a LotG Defense. However, keep in mind that IW only provides Psi defense, so you might consider pulling a slot or two if you need them elsewhere.

    Jab should be at least 4-slotted and Punch 5-slotted, IMO, and I'll have a suggestion on where to pull the slots from later in this post.

    Rage and Foot Stomp, along with KoB, are THE signature powers of SS, and should be taken as soon as they're available. Move Rage to 28 and FS to 38; none of the powers you've slotted ahead of them are nearly as critical.

    The defense common in Foot Stomp is wasted, it's already past the ED cut-off for damage without it. You can use the slot elsewhere or drop another set IO in there, it's a little light on accuracy and end reduction.
    If you're taking Energy Mastery to get Physical Perfection, keep in mind that its pretty much overkill on a WP build that also has the Fitness pool. I would seriously consider taking Taunt and Strength of Will instead. (Remember, RttC's taunt aura is much weaker than that of other tanks, so Taunt could be big help.) Even if you decide to to keep Energy Mastery, Focused Accuracy is a wasted pick on a SS tank; Rage will give you plenty of additional ToHit. Combat Jumping would be a much better choice. One big benefit of this is that it'll free up a bunch of slots in FA, which can be used for your attacks, Tough, etc.

    The Gaussian's set in Rage, while not a terrible choice, is a lot of slots for relatively little return for a typed defense set like WP. I'd consider going with 2 Rectified Recticle plus 2 recharge commons instead.

    Here's what I would do with your build; I added three sets of KC so you can see what it looks like with the additional defense.

    EDIT: Build changed to include a Steadfast Protection +Def IO, which I forgot to include the first time!

    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: Willpower
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping

    Hero Profile:
    Level 1: High Pain Tolerance -- Numna-Heal/EndRdx:50(A), Numna-Heal/EndRdx/Rchg:50(3), Numna-Heal/Rchg:50(3), Numna-Heal:50(5), ResDam-I:50(5), ResDam-I:50(7)
    Level 1: Jab -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:30(29), KntkC'bat-Dmg/EndRdx/Rchg:35(29), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
    Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(9)
    Level 4: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(31), Mako-Acc/Dmg/EndRdx/Rchg:50(31)
    Level 6: Fast Healing -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(11), Numna-Heal/Rchg:50(11), Numna-Heal:50(13)
    Level 8: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(13), LkGmblr-EndRdx/Rchg:50(15), LkGmblr-Def/EndRdx/Rchg:50(15)
    Level 10: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(33), P'ngS'Fest-Acc/Dmg:30(34), P'ngS'Fest-Dmg/Rchg:30(34)
    Level 12: Rise to the Challenge -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(17), Numna-Heal/Rchg:50(17), Numna-Heal/EndRdx/Rchg:50(19), Taunt-I:50(19)
    Level 14: Quick Recovery -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(21), Efficacy-EndMod/Acc:50(23), Efficacy-EndMod/EndRdx:50(23)
    Level 16: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(42), Mocking-Taunt/Rchg/Rng:50(48), Mocking-Acc/Rchg:50(50)
    Level 18: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(25), LkGmblr-Rchg+:50(25), LkGmblr-Def/EndRdx/Rchg:50(27)
    Level 20: Swift -- Run-I:50(A)
    Level 22: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(34), C'ngImp-Acc/Dmg/EndRdx:50(36), C'ngImp-Dmg/Rchg:50(36), BasGaze-Acc/Rchg:30(36), BasGaze-EndRdx/Rchg/Hold:30(37)
    Level 24: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(40), Numna-Regen/Rcvry+:50(40)
    Level 26: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(37), Efficacy-EndMod/Acc:50(39), Efficacy-EndMod/EndRdx:50(42)
    Level 28: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(37), RechRdx-I:50(39), RechRdx-I:50(39)
    Level 30: Boxing -- Acc-I:50(A)
    Level 32: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(43), RctvArm-ResDam:40(43)
    Level 35: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(43), LkGmblr-Def:50(45), LkGmblr-Rchg+:50(46)
    Level 38: Foot Stomp -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(45), Armgdn-Acc/Dmg/Rchg:50(45), Armgdn-Acc/Rchg:50(46), Armgdn-Dmg/EndRdx:50(50), Armgdn-Dam%:50(50)
    Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(46), RechRdx-I:50(48)
    Level 44: Super Speed -- Run-I:50(A)
    Level 47: Combat Jumping -- DefBuff-I:50(A), LkGmblr-Rchg+:50(48)
    Level 49: Strength of Will -- S'fstPrt-ResDam/Def+:30(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 21.1% Defense(Smashing)
    • 21.1% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 8% Defense(Energy)
    • 8% Defense(Negative)
    • 3% Defense(Psionic)
    • 12.1% Defense(Melee)
    • 5.5% Defense(Ranged)
    • 3% Defense(AoE)
    • 1.8% Max End
    • 32.5% Enhancement(RechargeTime)
    • 18% Enhancement(Heal)
    • 49% Enhancement(Accuracy)
    • 330.3 HP (17.6%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 12.7%
    • 7% (0.12 End/sec) Recovery
    • 106% (8.29 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 5% Resistance(Toxic)


    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  24. I'll ditto what Syntax has posted. 6-slotting Gaussian's isn't crazy at all, since it gives 2.5% defense to all positions. Also, slotting Hami-O's in AAC does absolutely nothing useful, but slotting them in AD if you can afford them will increase the available defense debuff resistance. The reason Phalanx Fighting is overslotted is that the 5% defense it provides to the player is not enhanceable; extra slots are just enhancing the teammate defense. I also agree that 5-slotting Mako's Bite and Oblit is pointless; if you need the defense bonus, 6-slot them, otherwise, use another set.

    Here's what I would do with your build. Note that I dropped Assault (the damage bonus for tanks is quite low, and the endurance cost high) for CJ, which puts you near 50% defense. That extra can be useful in case of defense debuffs, but if you don't mind losing that you could get something like SS instead. The empty slot I put in Brawl is for the Numina Regen/Recovery you had in True Grit; since TG also needs to be slotted for resistance, you'd be better off putting it in Health, IMO. I agree with Syntax that you probably have more recharge than you need, so if you want to save some influence you could replace some of the LotG +Recharges with another IO from the LotG set, and replace the purples with something less costly. Your call.

    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: Shield Defense
    Secondary Power Set: Fiery Melee
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Pyre Mastery
    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(3), LkGmblr-Rchg+:50(3), LkGmblr-Def/EndRdx/Rchg:50(5), ResDam-I:50(5), ResDam-I:50(50)
    Level 1: Scorch -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(9), Mako-Dam%:50(17), Mako-Dmg/Rchg:50(34), Mako-Acc/EndRdx/Rchg:50(34), Mako-Acc/Dmg/EndRdx/Rchg:50(36)
    Level 2: Fire Sword -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(37), Hectmb-Acc/Dmg/Rchg:50(37), Hectmb-Acc/Rchg:50(37), Hectmb-Dmg/EndRdx:50(39)
    Level 4: Combustion -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(36), Sciroc-Dmg/Rchg:50(36), Sciroc-Acc/Rchg:50(43), Sciroc-Acc/Dmg/EndRdx:50(43)
    Level 6: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(7), LkGmblr-Def:50(7), LkGmblr-Rchg+:50(9)
    Level 8: Against All Odds -- EndRdx-I:50(A)
    Level 10: True Grit -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(11), Numna-Heal/Rchg:50(11), ImpArm-ResDam/EndRdx:40(13), ImpArm-ResDam:40(15), S'fstPrt-ResDam/Def+:30(17)
    Level 12: Phalanx Fighting -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(13)
    Level 14: Active Defense -- HO:Enzym(A), HO:Enzym(25)
    Level 16: Breath of Fire -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(19), Det'tn-Dmg/Rchg:50(19), Det'tn-Dmg/Rng:50(46), Det'tn-Acc/Dmg/EndRdx:50(46)
    Level 18: Kick -- FrcFbk-Rechg%:50(A)
    Level 20: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(21), GSFC-ToHit/Rchg/EndRdx:50(21), GSFC-Rchg/EndRdx:50(23), GSFC-ToHit/EndRdx:50(23), GSFC-Build%:50(25)
    Level 22: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(33), ImpArm-ResDam/EndRdx/Rchg:40(45), ImpArm-ResDam:40(45)
    Level 24: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(43), LkGmblr-Def:50(45), LkGmblr-Def/EndRdx/Rchg:50(46)
    Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(29), Oblit-Acc/Dmg/EndRdx/Rchg:50(29), Oblit-%Dam:50(31)
    Level 28: Fire Sword Circle -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(31), Armgdn-Dam%:50(31), Armgdn-Acc/Rchg:50(33), Armgdn-Dmg/EndRdx:50(33)
    Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34)
    Level 32: Combat Jumping -- LkGmblr-Def:50(A)
    Level 35: Incinerate -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:50(40), C'ngImp-Dmg/EndRdx/Rchg:50(42), C'ngImp-Acc/Dmg/Rchg:50(42), C'ngImp-Acc/Dmg/EndRdx:50(42)
    Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/EndRdx/Rchg:50(39), C'ngImp-Acc/Dmg/Rchg:50(40), C'ngImp-Acc/Dmg/EndRdx:50(40)
    Level 41: Char -- Acc-I:50(A)
    Level 44: Fire Blast -- Acc-I:50(A)
    Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50), Ragnrk-Knock%:50(50)
    Level 49: Grant Cover -- DefBuff-I:50(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A), Empty(15)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 6.13% Defense(Smashing)
    • 6.13% Defense(Lethal)
    • 6.75% Defense(Fire)
    • 6.75% Defense(Cold)
    • 6.13% Defense(Energy)
    • 6.13% Defense(Negative)
    • 4.88% Defense(Psionic)
    • 9.25% Defense(Melee)
    • 9.25% Defense(Ranged)
    • 10.5% Defense(AoE)
    • 2.25% Max End
    • 89% Enhancement(Accuracy)
    • 63.8% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 203.8 HP (10.9%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 7.7%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 2.2%
    • 18% (0.3 End/sec) Recovery
    • 52% (4.07 HP/sec) Regeneration
    • 6.62% Resistance(Fire)
    • 6.62% Resistance(Cold)
    • 1.88% Resistance(Energy)
    • 3.13% Resistance(Negative)
    • 5% RunSpeed
    • 1% XPDebtProtection

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  25. Good catch! I usually use the "Sets and Bonuses" option in Mid's to check for such things, but for some reason I forgot this time.

    The only drawback I see for the change you're suggesting is that the end reduction will be really low for both attacks. It may be okay given that you'll have QR plus Stamina, but you should also consider using the Armageddon Dam/End in Combustion, which is the higher end-cost of the two attacks. Personally, I'd skip the Armageddon proc, or if you do want it, drop the Erad proc so it's still fully slotted.