Finduilas

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  1. Your power choices and order are solid, but I agree with Rylas; I'd slot 1 Acc in each of your attacks, and pull the second end reduction from all your toggles except Icicles.

    Also, Hibernate is way too heavily slotted; it was changed some time ago so that there is no benefit to slotting recharge. I'd put a Heal in the base slot and leave it at that.

    If you're considering IOs, be sure to get the Steadfast +Def, and then look for set bonuses that will get you to 45% S/L/E/NE defense without EA. You're at almost 39% now, so if you get the Steadfast global (which is 3% def to all) you'll only need another 3% defense.

    After that, I agree with Rylas that Recharge, +HP and regen will also be helpful. Since you're starting with none, it's very unlikely you'll be able to accrue enough defense to Psi or Fire to be very helpful, so you'll have to rely on Hoarfrost, and in a pinch, Hibernate.
  2. Biggest problem I see is that Combustion, Fire Sword Circle and GFS are all underslotted. GFS needs at least another slot--I'd put two slots in it and take 1 slot out of Scorch or Fire Sword if necessary. And if you're going to use the Erad proc in Combustion and FSC, you should add two more slots to each--and switch out some of the Erads you have to slot some damage. Having a proc does not take the place of actually slotting an attack for damage! Just be sure to use a couple of IOs that have end reduction; I like the Scirocco's Dervish Dam/End and Acc/Dam/End.

    In answer to your question about Tactics, IMO, NO, it is not worth spending the slots in a build as slot-starved as this one. If you ditch Tactics, that will free up a bunch of slots for your attacks. S/L def should be your first priority, and you could boost that slotting KC sets in Air Sup and Incinerate, and I think another RA set would be a better choice for Tough.

    Unless Maneuvers is just a set mule for LotG, I'd slot it more heavily since it has a high endurance cost and you might as well get your money's worth of defense out of it.

    Here's what I would do with your build. I dropped Tactics for SJ and put the additional slots in your attacks, Maneuver, and CJ. This gets you very close to soft-capping for S/L and a little over 45% for E/NE with Maneuvers and CJ running. You'll do a lot better damage, too. This build gives up some recharge, but I think the additional defense is more than worth it.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    WFTanker: Level 50 Technology Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Fiery Melee
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Earth Mastery
    Hero Profile:
    Level 1: High Pain Tolerance -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(3), Numna-Heal:50(3), TtmC'tng-ResDam:50(5), TtmC'tng-ResDam/EndRdx:50(5), TtmC'tng-ResDam/Rchg:50(34)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), KntkC'bat-Knock%:35(11), Mako-Acc/Dmg/EndRdx/Rchg:30(11)
    Level 2: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), KntkC'bat-Dmg/EndRdx:35(13), Mako-Acc/Dmg/EndRdx/Rchg:30(29)
    Level 4: Combustion -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(13), Erad-Acc/Dmg/EndRdx/Rchg:30(15), Erad-%Dam:30(27), Sciroc-Dmg/EndRdx:50(29), Sciroc-Acc/Dmg/EndRdx:50(48)
    Level 6: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(15), Numna-Heal/Rchg:50(21)
    Level 8: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(19), RctvArm-ResDam/EndRdx/Rchg:40(21), RctvArm-ResDam:40(43)
    Level 10: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/Rchg:50(25), Numna-Heal/EndRdx:50(25), Taunt-I:50(27)
    Level 12: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(40), P'Shift-EndMod/Acc:50(40), P'Shift-End%:50(40)
    Level 14: Taunt -- Mocking-Taunt/Rchg:50(A), Mocking-Taunt/Rchg/Rng:50(45), Mocking-Taunt/Rng:50(45), Mocking-Rchg:50(46)
    Level 16: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(33), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
    Level 18: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Def:50(33), LkGmblr-Rchg+:50(50)
    Level 20: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(23)
    Level 22: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(23)
    Level 24: Boxing -- Mako-Acc/Dmg:50(A)
    Level 26: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(43), RctvArm-ResDam:40(43)
    Level 28: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Def:50(37), LkGmblr-Rchg+:50(45)
    Level 30: Fire Sword Circle -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(31), Erad-Acc/Dmg/EndRdx/Rchg:30(31), Erad-%Dam:30(31), Sciroc-Acc/Dmg/EndRdx:50(34), Sciroc-Dmg/EndRdx:50(48)
    Level 32: Strength of Will -- S'fstPrt-ResDam/Def+:30(A)
    Level 35: Incinerate -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(36), Hectmb-Acc/Rchg:50(36), Hectmb-Dmg/EndRdx:50(36), Hectmb-Dam%:50(37)
    Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), KntkC'bat-Dmg/EndRdx:35(39), Mako-Acc/Dmg/EndRdx/Rchg:50(42)
    Level 41: Salt Crystals -- IComa-Acc/Rchg:30(A), IComa-Acc/Sleep/Rchg:30(42), IComa--Rchg%:30(42)
    Level 44: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Def/EndRdx:50(50)
    Level 47: Super Jump -- Jump-I:50(A)
    Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A), Empty(46), Empty(46)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 24.9% Defense(Smashing)
    • 24.9% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 11.8% Defense(Energy)
    • 11.8% Defense(Negative)
    • 3% Defense(Psionic)
    • 13.9% Defense(Melee)
    • 7.38% Defense(Ranged)
    • 3% Defense(AoE)
    • 5.4% Max End
    • 6% Enhancement(Sleep)
    • 47.5% Enhancement(RechargeTime)
    • 33% Enhancement(Accuracy)
    • 5% FlySpeed
    • 442.7 HP (23.6%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 13.2%
    • MezResist(Sleep) 2.2%
    • 20% Perception
    • 6.5% (0.11 End/sec) Recovery
    • 86% (6.73 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 5% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  3. Adding defense would probably do as much or more to solve the problem of taking too much damage than more recharge for HF. You wouldn't get hit so much, so you wouldn't need HF as much.

    Not that a defense build and a high recharge build are incompatible; as you know, defense powers give you the opportunity to slot LotG +Recharges. A good start would be to pick up a Steadfast +Def, the Fighting pool--both Tough and Weave are very helpful for a Fire tanker--and CJ if you don't have it already. Maneuvers is also an option if you don't mind the end cost and have a pool free.

    After that, personally I'd aim for increasing S/L/E/NE as close to the soft-cap as you can without otherwise gimping the build. Some sets to look at for defense bonuses would be:

    Reactive Armor
    Kinetic Combat
    Mocking Beratement
    Perfect Zinger
    Rectified Reticle
    Eradication

    Mako's Bite, Obliteration, and Touch of Death are also an option, but because they have primarily positional defense bonuses, they'll cost more slots than KC, Erad, etc.

    Since FA has no defense of its own, getting to the soft-cap--especially for both S/L and E/NE--will be a challenge. However, even 30% defense would have a very significant effect on your survivability.
  4. Quote:
    Originally Posted by Schismatrix View Post
    i'd lean towards a Claws/Electric, Fire/Electric or War Mace/Electric.
    Scrapper or Brute would work well for the first two. Both can have energy resistance capped by that level, with the Brute having the higher cap.
    Claws wouldn't be ideal due to Clocks' resistance to lethal. Mace would be a good choice because the two big KD attacks wouldn't be available at Synapse level anyway. Mace's T3, Jawbreaker, is KU, not KD, so it won't scatter like KB will.

    I love War Mace anyway, but I think a Mace/Electric Brute would be very good for this purpose.

    EDIT: As mentioned earlier, Fire or Electric would be good too, though I love Mace best.
  5. Your link doesn't work. Could you either repost a working link or include the data chunk? (It's a lot easier to review a build in Mid's itself.)
  6. Quote:
    Originally Posted by Brakner View Post
    True but if I replaced all 3 sets of Oblits to get the same -KB protection as Acrobatics I would lose a huge 11.25 melee Def, 5.65 S/L Def, think I will stick with the .183/s toggle.
    Well, you could drop one set of Oblit by simply two-slotting Rectified Reticle in Build Up--I'd suggest the set in BA. Slot 3-4 Eradication instead plus a couple of slots from another set so you get sufficient end reduction.

    I think it's also a concern that those Titanium Coating sets are sucking up a lot of slots that you could be using for your attacks. If you used Reactive Armor instead, you'd free up 6 slots and get a fair amount of E/NE def as well.

    If you're willing to post your build, I think I can rework it so you have better slotted attacks, less end use and more E/NE defense with the same level of S/L def. (BTW, you really don't need both S/L and melee def. You should stick to either typed or positional defense, trying to do both is a waste of slots and influence, IMO.)
  7. Finduilas

    Shield/KM Tank?

    Quote:
    Originally Posted by Quixotik View Post
    I am playing a KM/Shield Scrapper which starts off a battle hitting lightly, but ends them with some extreme damage.

    I was wondering if the Tanker version worked similarly, or is Shield/Mace better for a Tanker? (I am playing Shield/Mace now and seeing some nice AoE stuff from it)
    As far as I know, the tanker version of KM is identical to the scrapper version, though of course you'd get most of your attacks later, in some cases quite a bit later.

    Mace definitely has more AoE than Kinetic Melee. KM has one PBAoE, one cone, (which many players don't take because of the KB) and one ranged ST attack. As you know, Mace as one true PBAoE and two cones, one of which is so wide it's almost a PBAoE.

    I've only played KM to level 20, but it's my impression that although like Mace it has some Stun and some KD, it doesn't have as much reliable damage mitigation as Mace. Mace has one guaranteed stun and three high-probability KD/KU attacks, and unless they're all last few attacks I haven't seen that in KM. (I'm not counting Repulsing Torrent since I avoid KB whenever possible.) I'm happy to be corrected if I'm wrong, however!
  8. Quote:
    Originally Posted by seebs View Post
    Yeah, already planning to get a stealth IO, because nothing says "effective tanking" like complete invisibility. :P
    Hey, there are times when even a tank needs to be sneaky.

    For instance, I had no intention of fighting my way through all those stinking CoT to get to the EB in the tip mission.
  9. Quote:
    Originally Posted by Brakner View Post
    End usage really isn't that bad even with 6 toggles and Oblits. I took screenshots of Mids and linked them below because I am using a "modified" version that allows i19 configs. As you can see 1.28 out of 3.28 end for normal and .72 from 3.69 for Consume / Conserve
    But keep in mind that end usage figure does not take into account the endurance use of any clicks--notably, your attacks. So you won't see the impact of the Oblits on your end bar until you actually play with it.

    2.00 EPS recovery sounds like plenty, but spamming attacks that are underslotted for end reduction could still potentially give you some trouble.
  10. Quote:
    Originally Posted by Grey Pilgrim View Post
    Once I had an option to not have Acrobatics, I took it. It'll be easier to fit it in with inherent Fitness, sure, but I'm still not sure it's worth it. On my personal tanking build for Fire/Fire, I'm adding in Teleport Friend (slot in Winter's Gift -slow and free up a slot, plus utility on teams), Build Up, and Maneuvers for a LOTG +recharge. I'd rather not waste endurance on Acrobatics.

    But maybe I'm still annoyed about all that time when I had to fit it in to my build. Heh.
    Don't know whether you're using Maneuvers purely as a set mule or not, but if you're planning to run it, it uses a heck of a lot more end than Acro does. (.39 EPS vs .26)

    Just sayin'.
  11. Yeah, IME with two DA characters, Halloween costumes and other stealth toggles are the only things that will detoggle it besides the usual things that turn off toggles as mentioned by C&E above.

    It's worth noting that although you can't use other stealth *toggles* with CoD, if you want to stack stealth, anything slotted with a stealth IO works just fine with it. As a matter of fact, I used that technique last night to stealth to the end of the Halloween tip mission.
  12. Quote:
    Originally Posted by Vel_Overload View Post
    Go SS/Elec Brute. This way you'll have Rage, all the electric powers that matter and have a lot of momentum.
    Yeah, but the OP said he wanted AoE, and a Brute won't have Foot Stomp when exemped down to Synapse level.

    I'd suggest that the OP look at smashing sets that get an AoE early enough for Synapse; for instance DM, (if you count Dark Consumption and Shadow Maul) Energy Melee, Kinetic Melee, or War Mace. Stone Melee wouldn't be bad, either, though Fault does no damage.
  13. I just tried to install the I19 patch for the October version of Mid's, and it doesn't seem to be working. (To be specific, Mid's is working fine, but inherent Stamina, etc. is not showing up.)

    I extracted the download folder into the Data folder of Mid's and restarted Mid's; did I get the instructions wrong or miss a step?
  14. Try posting this request in the Tech forum, (under Development) they field the most hardware questions.
  15. I think Electric or Dark would probably be your best bet, since they both have damage auras that you can get early, and both have end drain resistance, which will be very helpful against all those end draining Clocks. Electric would be particularly good since it can cap Energy damage resistance.

    For an attack set, look for something that does smashing damage since Clocks are weak to it. Stay away from lethal for the opposite reason, Clocks are particularly resistant to it.
  16. If the question is "which can be made the toughest/the most defensive?" I would probably give the edge to Invul; the ability to soft-cap S/L resistance in addition to the other mitigation it provides is a big advantage against most foes. However, as someone else noted, that's in edge cases that you probably most run into very often. In other words, a well-built WP is plenty tough enough for 99% of the game.

    Some specific differences:

    Iinvul: ability to soft-cap S/L resistance; superior taunt aura for easier aggro control; much easier less expensive to soft-cap defense to most damage types.

    WP: recovery is a non-issue from level 12 (QR) on, which makes the early levels much less painful; has both Psi resistance and defense, which Invul lacks completely; much more difficult/expensive to soft-cap defense, but regen bonuses are easy to come by, which plays toward WP's strength.

    I really don't think you could go wrong with either, but if you're looking for a tank with excellent aggro control, I'd go for Invul. If you expect to face a lot of Psi enemies, WP is the better choice.
  17. Grrr, lost a long post to the logout bug. To sum up:

    I strongly recommend that you try to get as close to 45% defense to S/L/E/NE as possible. To that end, a set of Kinetic Combat (or 2) would help considerably. Also, both TH and Weave are currently underslotted, swap out the End/Rchg for a GotA Defense and add another slot to Weave.

    I don't know whether the Numina unique is actually slotted in DP or whether that's a placeholder for I19, but it's much better to use it in Health than DP.

    Here's the build with the changes I recommend and 1 set of Kinetic Combat. I had a whole list of explanations that got lost, so let me know if you have any questions about why I slotted the way I did.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Science Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Flight
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:40(3)
    Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:50(13)
    Level 2: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx:40(34)
    Level 4: Dull Pain -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(5), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal/EndRdx:50(7), Dct'dW-Heal/EndRdx/Rchg:50(7)
    Level 6: Punch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(15), S'ngH'mkr-Dmg/Rchg:35(17), S'ngH'mkr-Dmg/EndRdx/Rchg:35(17), P'ngS'Fest-Acc/Dmg:30(19), P'ngS'Fest-Dmg/EndRdx:30(19)
    Level 8: Haymaker -- S'ngH'mkr-Acc/Dmg:25(A), S'ngH'mkr-Dmg/Rchg:35(9), S'ngH'mkr-Dmg/EndRdx/Rchg:35(9), S'ngH'mkr-Dmg/EndRdx:35(21), P'ngS'Fest-Acc/Dmg:30(21), P'ngS'Fest-Dmg/Rchg:30(23)
    Level 10: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(37), RctvArm-ResDam/Rchg:40(37), RctvArm-ResDam/EndRdx/Rchg:40(40)
    Level 12: Resist Energies -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam/EndRdx:40(37)
    Level 14: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(25), Mocking-Taunt/Rng:50(27), Mocking-Taunt/Rchg/Rng:50(27), Mocking-Rchg:50(46)
    Level 16: Kick -- Dmg-I:50(A)
    Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(42), HO:Cyto(43)
    Level 20: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(29), C'ngImp-Dmg/EndRdx:50(29), C'ngImp-Acc/Dmg/Rchg:50(31), BasGaze-Acc/Rchg:30(31), BasGaze-Acc/EndRdx/Rchg/Hold:30(31)
    Level 22: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(45), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45)
    Level 24: Air Superiority -- Mako-Dmg/EndRdx:50(A)
    Level 26: Fly -- Zephyr-Travel:50(A)
    Level 28: Tough Hide -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(34), GftotA-Def/Rchg:40(40), GftotA-Def:40(42)
    Level 30: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-Pcptn:20(33), RechRdx-I:50(33), RechRdx-I:50(36)
    Level 32: Unstoppable -- Aegis-EndRdx/Rchg:50(A), Aegis-ResDam/Rchg:50(33), Aegis-ResDam/EndRdx/Rchg:50(34)
    Level 35: Hurl -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(36), Thundr-Dmg/Rchg:50(36), Thundr-Dmg/EndRdx:50(40)
    Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg/EndRdx:50(42)
    Level 41: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(46), GftotA-Def:40(46), GftotA-Def/EndRdx/Rchg:40(50)
    Level 44: Conserve Power -- RechRdx-I:50(A)
    Level 47: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:40(48), P'Shift-EndMod/Rchg:50(48)
    Level 49: Resist Elements -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(50), Aegis-ResDam:50(50)
    ------------
    Level 1: Brawl -- Empty(A), Empty(43)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A), Empty(43), Empty(48)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 19.9% Defense(Smashing)
    • 19.9% Defense(Lethal)
    • 12.4% Defense(Fire)
    • 12.4% Defense(Cold)
    • 16.1% Defense(Energy)
    • 16.1% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.4% Defense(Melee)
    • 9.56% Defense(Ranged)
    • 7.69% Defense(AoE)
    • 7.2% Max End
    • 14% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 5% FlySpeed
    • 126.5 HP (6.75%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 13.8%
    • MezResist(Terrorized) 2.2%
    • 20% Perception
    • 6% (0.1 End/sec) Recovery
    • 26% (2.03 HP/sec) Regeneration
    • 6.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 15% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  18. Quote:
    Originally Posted by Doctor_Xaxan View Post
    Wouldn't Assault be better in most cases? That's what smart people here on the forums told me when I asked about melt armor.
    They did? Here? That surprises me, I've not seen a lot of Leadership fans on this forum; the values for tanks are very small and the endurance cost of the toggles quite high.

    Though I guess I could see Assault recommended in a head-to-head comparison with *just* Melt Armor. However, most players take MA because they have to take 2 powers in Pyre Mastery to get to Fireball, and of course Assault won't help you with that at all.
  19. Honestly, I think soft-capping your defense would do far more for you than being so focused on building for high regen. I would recommend that you try to soft-cap S/L/E/NE *without* EA; that way you'll be extremely hard to kill even when EA isn't up, and having EA will give you an extra cushion against defense debuffs.

    Ice Armor can be soft-capped without Weave (taking CJ is a step in the right direction) but it would take a complete rework of your slotting, and you'd probably end up with less regen than you have now.

    Alternatively, you could take the Fighting Pool. That would allow you to soft-cap without so many changes, but you'd have to think about what powers you could drop. I agree that getting Hasten would be helpful, too, so you might want to consider if you really need 8 attacks plus Icicles. That seems like overkill to me. Permafrost is also an eminently 'skippable' power; the Steadfast +def can go in Tough (if you go with the Fighting Pool) or as a sixth slot in Hoarfrost.

    If you want an example of a soft-capped build--either with or without Weave--let me know and I can work something up for you.
  20. Quote:
    Originally Posted by RaikenX View Post
    @ Doc X: Nope...am indeed lookin for advice. I've never really messed with the fight pool as i usually tend to lean towards squishies, with a few melee's here and there for variety's sake.

    Kinda funny you say that deflection was light on the defense as i had the whole kismet set slotted in it...but hey...as Ace Ventura said, "Aaaaaaaaaaallllllllllllllllllllllrighty then!" LOL
    Depending on the level of the IOs and what IOs are in the set, even 6-slotting may not fully slot a power. For defense and resistance, you want to make sure that the power is slotted to 56% enhancement, or close to it. Standard armor toggles (non-damage) need around 30-40% end reduction; more than than won't save you much additional endurance.

    Shield Defense is unusual because it has two powers that have two attributes that need to be enhanced other than end reduction; Deflection needs defense and resistance and True Grit needs heal and resistance. In both cases I would try to build as close to the ED cut-off for both if possible, but if you have to short-slot something, resistance is probably the better choice.

    I like slotting Deflection with 4 defense IOs from a relatively high level set like LotG or GotA, then finish up with 2 common resist IOs. Similarly 4 Numinas plus 2 resist IOs is a good combo for True Grit. However, unlike Deflection, TG is a passive, so you don't need to worry about slotting and end reduction in it.

    A couple of other notes:

    Kinetic Combat is not a good choice for positional defense; it's a very expensive set and gives half as much melee defense as Touch of Death.

    Oblit is a good set for Melee defense, but has very little end reduction even when 6-slotted, so should be used sparingly.
  21. It always goes by the highest number for that attack, and keep in mind that attacks often have more than one damage type. For instance, an attack may be Smash/Fire/Melee, in which case the highest defense of those three will be used.

    If you have some defense in your primary or secondary, it's usually positional OR typed, so it's better to build for more of what you have already--typed for typed, positional for positional. Pool powers that have defense (Weave, CJ, Hover, Maneuvers) have both typed and positional defense, so are useful for either.

    So if you have positional defense already, don't bother adding typed defense, you'll be covered for the vast majority of attacks. The only exception is that there are some Psi attacks that are only typed Psi, and don't have a positional component. The only defense that will work against those attacks is Psi typed, though they are rare enough that it's probably not worth going to great lengths to defend against them.
  22. lunaseed, thanks, glad to help!

    Give me a chance to work something up and I'll post a Inv/ELM build for you. It should be easier to soft-cap E/NE with that combo since ELM has several AoE attacks.
  23. Aibheil, it's nice you were able to soft-cap to all positions, but personally I wouldn't be comfortable underslotting Invinc, ET and TF that way. IMO, soft-capping F/C just isn't worth doing if you have to underslot your attacks to do it, especially big hitters like TF and ET.

    E/NE defense is always the tough one to soft-cap for primarily ST secondaries like EM and SS, and more so since the BotZ's bonus was reduced. One technique to consider that doesn't require slotting a lot of Mako's is picking up a ranged hold epic attack like Block of Ice or Char. You can get 5% E/NE defense in 5 slots, (3 x Thunder Strike. 2 x Basilisk's Gaze) more than two full sets of Mako's.
  24. IIRC correctly, it shows up as a purple star on the map of Imperial City. Make sure the option to show stores is checked on your zone map.
  25. Here's your build tweaked a bit more. 4 ST attacks should be plenty, so here's what it looks like dropping Punch for Combat Jumping and making the changes I mentioned in my previous post. As you can see, dropping Punch for CJ allows you to soft-cap E/NE as well as S/L.

    P.S. I'm not a fan of Focused Accuracy at all, but given that you've not slotted any end reduction, is the plan to use it purely as a set mule for the Rectified Reticles?

    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: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(5), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam/Rchg:40(33), Heal-I:50(37), Heal-I:50(48)
    Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(31), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
    Level 2: Fast Healing -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal:50(3), Dct'dW-Heal/EndRdx/Rchg:50(17), Dct'dW-Heal/Rchg:50(33), Dct'dW-EndRdx/Rchg:50(40)
    Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(19), Mako-Acc/Dmg/EndRdx/Rchg:50(25)
    Level 6: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(36)
    Level 8: Rise to the Challenge -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/EndRdx/Rchg:50(9), Dct'dW-Heal/Rchg:50(9), Dct'dW-EndRdx/Rchg:50(19), Dct'dW-Heal:50(37)
    Level 10: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(31), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
    Level 12: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(13), P'Shift-EndMod/Acc:50(13)
    Level 14: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(15), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(34), S'fstPrt-ResDam/Def+:30(46)
    Level 16: Fly -- Frbd-Stlth:50(A)
    Level 18: Heightened Senses -- LkGmblr-Def/Rchg:50(A), LkGmblr-Def/EndRdx/Rchg:50(23), LkGmblr-Def/EndRdx:50(27), LkGmblr-Rchg+:50(46)
    Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(23), C'ngImp-Acc/Dmg/Rchg:50(25), C'ngImp-Acc/Dmg/EndRdx:50(31)
    Level 22: Boxing -- Acc-I:50(A)
    Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam:40(42)
    Level 26: Weave -- LkGmblr-Def/Rchg:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Rchg+:50(43)
    Level 28: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(29), AdjTgt-ToHit/Rchg:50(29), AdjTgt-Rchg:50(34)
    Level 30: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(43), Zinger-Taunt/Rchg/Rng:50(43), Zinger-Acc/Rchg:50(45), Zinger-Taunt/Rng:50(45), Zinger-Dam%:50(45)
    Level 32: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36)
    Level 35: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36)
    Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Rchg:30(39), Erad-Dmg/Rchg:30(39), C'ngBlow-Acc/Dmg:50(39), C'ngBlow-Dmg/EndRdx:50(40), C'ngBlow-Dmg/Rchg:50(40)
    Level 41: Focused Accuracy -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(48)
    Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Dmg/EndRdx:50(46), Thundr-Dmg/EndRdx/Rchg:50(48)
    Level 47: Physical Perfection -- EndMod-I:50(A)
    Level 49: Strength of Will -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(50), RctvArm-EndRdx/Rchg:40(50), RctvArm-ResDam:40(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- EndRdx-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 4.5% DamageBuff(Smashing)
    • 4.5% DamageBuff(Lethal)
    • 4.5% DamageBuff(Fire)
    • 4.5% DamageBuff(Cold)
    • 4.5% DamageBuff(Energy)
    • 4.5% DamageBuff(Negative)
    • 4.5% DamageBuff(Toxic)
    • 4.5% DamageBuff(Psionic)
    • 29.9% Defense(Smashing)
    • 29.9% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 14.9% Defense(Energy)
    • 14.9% Defense(Negative)
    • 3% Defense(Psionic)
    • 16.4% Defense(Melee)
    • 8.94% Defense(Ranged)
    • 3% Defense(AoE)
    • 1.8% Max End
    • 18% Enhancement(Accuracy)
    • 8% Enhancement(Heal)
    • 45% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 189.7 HP (10.1%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 17.6%
    • MezResist(Terrorized) 7.15%
    • 3% (0.05 End/sec) Recovery
    • 50% (3.91 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 5% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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