Finduilas

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  1. SuperFerret, I would also recommend that you find another slot for HPT and add a second level 50 Heal common. That slot will get you another 80 HP or so, much more than most HP bonuses. Jab and Haymaker don't absolutely need 6 slots, a single Mako's Acc/Dam/Rchg/End will slot them adequately. Then you can use one of the slots for HPT and one for Air Sup--that is, if you're planning to actually use Air Sup and not just as a set mule.

    I also agree with Fractious that you do not want to go with a full set of Eradication in Foot Stomp; the E/NE bonus only requires 3 slots. I prefer two slots of Multi Strike or Scirocco's Dervish, but the three Cleaving Blow will also work, just be sure to use the Erad quad and the CB Dam/End so you have sufficient end reduction.

    By the way, why are you taking Punch so late? If you're going to use it, it needs another slot. If it's just a set mule, you can slot those KCs in Boxing and take something else instead.
  2. Quote:
    Originally Posted by Fractious View Post
    I was only trying to upgrade off of the OPs newest build to show what a few changes could do. I already know what build *I* would go with. Also, what do you mean by endurance issues with Oblits in Footstomp? Its the same end reduction in Oblits as in Eradication. Only difference with regards to endurance is the extra 1.8% end bonus in Eradication (both give 15% end reduc).
    Yes, but you only need 3 Eradication to get the E/NE defense bonus, unlike the 6 you need for the Oblit S/L defense bonus. Using 3 or 4 Eradication leaves room to slot two IOs from another set to get sufficient end reduction. You don't have that option with Oblit.
  3. What I would really, really like this year is for Trick or Treating to drop large inspirations like they used to. I was very disappointed that they were eliminated last year. I'd be happy even if the drop rate for large insps was relatively low, as long as there was *some* chance.
  4. Quote:
    Originally Posted by Eiko-chan View Post
    WRONG.

    The game does care. The choice you made in the tutorial determines which side you can be undercover for. While switching sides will give you the other side's contact, they still will not give you sabotage options when you call them if you weren't with them from the beginning.

    If you want to sabotage the Resitance, you must start as a Loyalist.
    If you want to sabotage the Loyalists, you must start as Resistance.

    You'll still see the options there, but if you started a Loyalist, calling Scott Calvin while doing the Responsibility arc will only result in him offering to introduce you to new contacts. The same is true of calling Marchand if you started Resistance.
    This is how it works in my experience, and frankly, it stinks.

    Starting out on one side, secretly switching loyalty to the other side and giving them info on your orignal affiliation is *classic* double agent; and IMO it makes no sense that we can't do it in Praetoria.
  5. Quote:
    Originally Posted by Cleen View Post
    Thanks, guys! Yall made much better uses of IOs than I did (was just farming form the list, dont have a good internal knowledge of them all, yet!)..

    And managed to get to where I wanted to go, more efficiently. Thanks. At the end of the day, you gain so much from not stressing that last 1% on fire and energy...

    Question, though... why the Rectified Recticles in Rage? We seem to
    be over establishment on S/L defense (at least according to Mids, were at 48%). Isn't there something else that could be done with those 4 slots? Or maybe drop it to three and pick up another somewhere else?

    BTW.. this is my 'real' account, now reactivated. Yesterday was a trial account.
    The RRs provide a pretty generous S/L defense bonus for just two slots, and with them you're just at 46.4% S/L defense. (the 48% you're seeing is just in PvP mode)

    By the way, I meant to use the RR +Percep instead of the RR ToHit/Rchg as the second slot, which gives you, at no endurance cost, the +percep you would have gotten from FA .
  6. Quote:
    Originally Posted by Fractious View Post
    Unfortunately, Mids (at least my version, 1.81),doesn't show it but in game it will say (PVP) at the end of the bonus. While that makes it a pain to figure out which bonuses are PVE and which are PVP, I usually go under the assumption that all the PVP set bonuses are PVP. It makes it easier and it seems like a good chunk of the bonuses are PVP only. If I find something that looks really, really interesting I will log in and check.
    If you place a PvP set in Mid's, mousing over the IOs certainly does show what the PvE and PvP bonuses are, at least in the version I use, dated Aug. 16, 2010.
  7. I agree with Gate-Keeper, you absolutely need to pick up Foot Stomp (at 32!) and Mako's is not a good choice for E/NE def. Get a couple of sets of Kinetic Combat instead. They're expensive, but you seem to be willing to spend some influence if you're planning to get the GA +Def. Some other issues:

    Your power order needs some work. If this is a pre-I19 build, Fitness pool should be taken by level 20. The resistance passives and the Fighting Pool can all be delayed until after Stamina. I would also take Taunt much earlier.

    Mocking Beratement is a good set for Taunt, but try to find a 6th slot for the recharge bonus.

    Five slotting Reactive Armor is a complete waste; the toggles don't need that much end reduction, and slotting for the F/C def bonus not worth slotting for IMO. (You could replace *5* .63% def bonuses with 3 slots of Aegis.) Besides, soft-capping F/C is nice if you can do it, but it's a pretty low priority compared to S/L/E/NE.

    Slotting a taunt set in an attack means that it is UNslotted for damage and end reduction; not good. Again, Kinetic Combat is the way to go there.

    If you're slotting the Numina's set in Health for the E/NE bonus, there are better ways; it's primarily a positional def set, like Mako's Bite.

    Weave is currently unslotted for end reduction, and it's a relatively high endurance toggle. I'd make sure it has at least 40% end reduction.

    Dropping Unstoppable or ResEl is probably the best bet for picking up Foot Stomp. Unstop is not needed so much with a soft-capped build, and ResEl is the least useful of the passives. I think you should also consider picking up CJ; it provides about 4% def when slotted and gives you another place to put an LotG Recharge.

    I'm not a fan of Focused Accuracy; it's a huge end hog, and most of its benefits can be replaced by slotting a Rectified Reticle +percep and a Kismet +acc. I think Conserve Power is a better choice; much less slot hungry.

    Here's what I would do with your build; I dropped Unstop and ResEl for CJ and Foot Stomp. S/L/E/NE are all soft-capped, F/C def is about 1% away. In addition, recharge, recovery and regen are higher, end use is lower, and Jab is slotted for damage. The only downside is that F/C resistance is lower, but you can pick up ResEl and Unstop again if you like once the Fitness pool becomes inherent.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Marcus Supertank: Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(48)
    Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(7), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), Mako-Acc/Dmg/EndRdx/Rchg:50(36)
    Level 2: Dull Pain -- Panac-Heal/EndRedux:50(A), Panac-Heal/+End:50(21), Panac-EndRdx/Rchg:50(33), Panac-Heal/Rchg:50(34), Panac-Heal/EndRedux/Rchg:50(34), Panac-Heal:50(34)
    Level 4: Haymaker -- P'ngFist-Acc/Dmg:25(A), P'ngFist-Acc/Dmg/Rchg:25(5), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(7), P'ngS'Fest-Dmg/EndRdx:30(9), P'ngS'Fest-Acc/Dmg:30(9), P'ngS'Fest-Dmg/Rchg:30(45)
    Level 6: Swift -- Run-I:50(A)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(13), RctvArm-ResDam/EndRdx/Rchg:40(13), RctvArm-ResDam/Rchg:40(15), GA-3defTpProc:50(31)
    Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(11), Mocking-Taunt/Rchg/Rng:50(11), Mocking-Acc/Rchg:50(15), Mocking-Taunt/Rng:50(17), Mocking-Rchg:50(17)
    Level 12: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(21)
    Level 14: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(45), Mrcl-Heal:40(46), Mrcl-Rcvry+:40(46)
    Level 16: Resist Physical Damage -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(25), Aegis-ResDam:50(31)
    Level 18: Invincibility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Def/EndRdx:50(42)
    Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(42), P'Shift-EndMod/Acc:50(43), P'Shift-End%:50(43)
    Level 22: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/Rchg:50(23), C'ngImp-Dmg/EndRdx:50(23), C'ngImp-Dmg/Rchg:50(25), BasGaze-EndRdx/Rchg/Hold:30(27), BasGaze-Acc/EndRdx/Rchg/Hold:30(27)
    Level 24: Boxing -- Acc-I:35(A)
    Level 26: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(37), LkGmblr-Rchg+:50(37), Ksmt-ToHit+:30(39)
    Level 28: Rage -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-ToHit:20(29), RechRdx-I:50(29), RechRdx-I:50(31)
    Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(40)
    Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Def:50(39), LkGmblr-Rchg+:50(40)
    Level 35: Resist Energies -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(37), Aegis-ResDam:50(42)
    Level 38: Foot Stomp -- Erad-%Dam:30(A), Erad-Dmg/Rchg:30(40), Erad-Acc/Dmg/Rchg:30(43), Erad-Acc/Dmg/EndRdx/Rchg:30(45), M'Strk-Dmg/EndRdx:50(50), M'Strk-Acc/Dmg/EndRdx:50(50)
    Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(46), RechRdx-I:50(50)
    Level 44: Conserve Power -- RechRdx-I:50(A)
    Level 47: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(48), P'Shift-End%:50(48)
    Level 49: Super Speed -- Run-I:50(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:
    • 19.4% Defense(Smashing)
    • 19.4% Defense(Lethal)
    • 15.4% Defense(Fire)
    • 15.4% Defense(Cold)
    • 17.9% Defense(Energy)
    • 17.9% Defense(Negative)
    • 6% Defense(Psionic)
    • 15.1% Defense(Melee)
    • 11.9% Defense(Ranged)
    • 10.7% Defense(AoE)
    • 3.6% Max End
    • 7.5% Enhancement(Range) (in PvP)
    • 6% Enhancement(Heal)
    • 45% Enhancement(RechargeTime)
    • 25% Enhancement(Accuracy)
    • 10% FlySpeed
    • 253 HP (13.5%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Confused) 5% (in PvP)
    • MezResist(Held) 7.75% (in PvP)
    • MezResist(Immobilize) 13.3%
    • MezResist(Repel) 1000% (10% chance, in PvP)
    • MezResist(Sleep) 8.85% (in PvP)
    • MezResist(Stun) 5% (in PvP)
    • MezResist(Terrorized) 5% (in PvP)
    • 7.5% (0.13 End/sec) Recovery
    • 70% (5.48 HP/sec) Regeneration
    • 1.58% Resistance(Smashing) (in PvP)
    • 1.58% Resistance(Lethal) (in PvP)
    • 20% RunSpeed

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  8. Quote:
    Originally Posted by Starflier View Post
    I used Weaken early on with my Inv/DB for the -tohit/-def. It's nice because it's an AoE effect and helps out in a few areas where lowbie characters struggle. It's definitely something that gets phased out later on when you pick up your better attacks.
    Yeah, you can stop using that combo, but that doesn't mean you can drop the attacks, unless you've decided not to bother with combos at all. Dropping either Ablating Strike or Typhoon's Edge will lock you out of some/most of the combos.

    I'd definitely plan to pick up PS and OTC; the Sweep combo is probably the best of the bunch. Without it and OTC your AoE damage is going to be pretty pathetic.
  9. Hoookay.

    Way too much S/L defense. Remember, Invinc will give you more defense everytime you face more than one foe.

    Obliteration is not a good choice for several reasons: 1) it's a lot of slots for relatively little return 2) the Oblit set is very low in end reduction, 3) Eradication gives E/NE defense, and much better return for your slots, and 4) you don't NEED that S/L def. Look what I did with the last build I posted and slot Eradication plus two slots from another set so you get enough end reduction.

    Stamina is underslotted; you're going to need to free up at least another slot for it; two would be better.

    That fifth slot in RPD is completely wasted. For one thing, RPD doesn't need end reduction at all, let alone 80%; for another, you're way past the resistance cap for S/L. You'd be much better off using that slot for Stamina or Weave (which is underslotted for end reduction, btw).

    If you're going to spend 6 slots on Taunt, use Mocking Beratement instead of Perfect Zinger. MB has three nice bonuses (S/L def, F/C def, recharge) and you don't need the larger S/L defense bonus in PZ.

    If you're going to use 6 slots in an attack for E/NE defense, try the Pulzvering Fisticuffs and Pounding Slugfest combo I used in the first build I posted. That'll give you 2.5% instead of 1.88%, and a nice regen bonus besides.

    Here's the changes I would recommend; with this build you have E/NE within 1% of soft-capping, and F/C within 3%, plus better recovery and lower end use.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Captain Apex 3: Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5)
    Level 1: Barrage -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Knock%:35(5), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(23), Mako-Acc/Dmg/EndRdx/Rchg:50(25)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(9), Dct'dW-Heal:50(9), Dct'dW-Rchg:50(21)
    Level 4: Bone Smasher -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(25), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Knock%:35(33), P'ngS'Fest-Acc/Dmg:30(46), P'ngS'Fest-Stun%:30(46)
    Level 6: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(46)
    Level 8: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(13)
    Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(11), Mocking-Taunt/Rchg/Rng:50(15), Mocking-Acc/Rchg:50(15), Mocking-Taunt/Rng:50(17), Mocking-Rchg:50(17)
    Level 12: Super Jump -- Winter-ResSlow:50(A)
    Level 14: Swift -- Run-I:50(A)
    Level 16: Whirling Hands -- Erad-Dmg:30(A), Erad-%Dam:30(29), Erad-Acc/Rchg:30(34), Erad-Dmg/Rchg:30(34), Sciroc-Dmg/EndRdx:50(34), Sciroc-Acc/Dmg/EndRdx:50(37)
    Level 18: Invincibility -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(19), LkGmblr-Rchg+:50(19), LkGmblr-Def/Rchg:50(21)
    Level 20: Health -- RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(40), Numna-Regen/Rcvry+:50(50)
    Level 22: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(31), EndMod-I:50(40)
    Level 24: Boxing -- Acc-I:50(A)
    Level 26: Tough Hide -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(27), LkGmblr-Rchg+:50(27)
    Level 28: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:40(29)
    Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(31), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(33)
    Level 32: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(40), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-Rchg/EndRdx:50(43), GSFC-ToHit/EndRdx:50(43), GSFC-Build%:50(43)
    Level 35: Energy Transfer -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(36), Mako-Dmg/Rchg:50(36), Mako-Acc/EndRdx/Rchg:50(36), Mako-Acc/Dmg/EndRdx/Rchg:50(37), Mako-Dam%:50(37)
    Level 38: Total Focus -- P'ngFist-Acc/Dmg:25(A), P'ngFist-Acc/Dmg/Rchg:25(39), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(39), P'ngS'Fest-Dmg/EndRdx:30(39), P'ngS'Fest-Acc/Dmg:30(48), P'ngS'Fest-Dmg/Rchg:30(50)
    Level 41: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Rchg+:50(42), LkGmblr-Def/EndRdx/Rchg:50(45)
    Level 44: Resist Elements -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(45), Aegis-ResDam:50(45)
    Level 47: Resist Energies -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(48), Aegis-Psi/Status:40(48)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 5.5% DamageBuff(Smashing)
    • 5.5% DamageBuff(Lethal)
    • 5.5% DamageBuff(Fire)
    • 5.5% DamageBuff(Cold)
    • 5.5% DamageBuff(Energy)
    • 5.5% DamageBuff(Negative)
    • 5.5% DamageBuff(Toxic)
    • 5.5% DamageBuff(Psionic)
    • 18% Defense(Smashing)
    • 18% Defense(Lethal)
    • 13.6% Defense(Fire)
    • 13.6% Defense(Cold)
    • 15.5% Defense(Energy)
    • 15.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 12.4% Defense(Melee)
    • 13.9% Defense(Ranged)
    • 10.2% Defense(AoE)
    • 3.6% Max End
    • 18% Enhancement(Accuracy)
    • 42.5% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 10% FlySpeed
    • 224.9 HP (12%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 6.05%
    • MezResist(Immobilize) 12.1%
    • MezResist(Sleep) 2.2%
    • MezResist(Terrorized) 2.2%
    • 2.5% (0.04 End/sec) Recovery
    • 66% (5.16 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 1.26% Resistance(Toxic)
    • 4.26% Resistance(Psionic)
    • 20% RunSpeed

    Code:
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  10. Quote:
    Originally Posted by Gandil View Post
    Sorry I'm a little confused, but I'm guessing you are talking about the first build. So then is the second one any better?
    I believe you used a full set of Numina's in DP in both builds.

    Though Steele and I disagree on the CP/FA issue, we do agree on that putting the Numina unique in DP is a bad idea; move it to Health. I prefer Doctored Wounds (either 5 or 6 slots) for DP instead, because they have good bonuses and will fully slot DP for Heal and Recharge.

    Some other issues:

    If you're not getting Physical Perfection, I strongly recommend that you drop the Energy pool altogether and pick up Whirling Hands. For two reasons: it'll be your only AoE attack and if you get it, you can slot Eradication in it to get closer to soft-capping E/NE.

    Drop the Endurance slot from TI; it doesn't need that much end reduction and the .63% F/C defense is not worth slotting for. You'd be better off using that as a fourth slot in Invinc.

    If you're looking to save slots, use 3 slots of Aegis or Reactive Armor (Res, Res/End, Res/Rchg) in the passives, since they don't need end reduction and being slightly underslotted won't matter much there.

    You're taking Boxing and Tough much earlier than you need to; I'd delay them until the 20s at least, which will give you room to take Taunt and Whirling Hands sooner.

    Mako's Bite is not a great choice for typed defense since the S/L bonus is relatively small for the amount of slots you need. A full set of MakoÂ’s also doesnÂ’t get you to the ED cut-off for damage, so consider using 50s or slotting it in a lower level power where being a little underslotted for damage wonÂ’t be much of a problem.

    HereÂ’s what I would do with your build; with sufficient end reduction in your attacks, the recovery unique and some other recovery bonuses, I donÂ’t think you need either CP or PP. Note that I swapped out one set of Kinetic Combat for Smashing Haymaker, which will save you a lot of influence. YouÂ’re still soft-capped for S/L, but I donÂ’t think thereÂ’s much need to go over that on an Invul since youÂ’re going to have more defense than that from Invinc once you have two foes in melee range.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Captain Apex DX: Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam/Rchg:40(5)
    Level 1: Barrage -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx/Rchg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(9), Dct'dW-Heal/Rchg:40(9), Dct'dW-Heal:50(37), Dct'dW-Rchg:50(43)
    Level 4: Bone Smasher -- 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(17)
    Level 6: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam:40(15)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(15), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(19)
    Level 10: Taunt -- Zinger-Dam%:50(A)
    Level 12: Swift -- Run-I:50(A)
    Level 14: Health -- RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(21), Numna-Heal:50(21), Numna-Regen/Rcvry+:50(29), Mrcl-Heal:40(48)
    Level 16: Whirling Hands -- Erad-Acc/Dmg/Rchg:30(A), Erad-Dmg/Rchg:30(23), Erad-Acc/Dmg/EndRdx/Rchg:30(25), Erad-%Dam:30(25), Sciroc-Dmg/EndRdx:50(27), Sciroc-Acc/Dmg/EndRdx:50(39)
    Level 18: Invincibility -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Def/EndRdx:50(27), LkGmblr-Rchg+:50(29)
    Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(23), EndMod-I:50(31)
    Level 22: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(31)
    Level 24: Super Jump -- Winter-ResSlow:50(A)
    Level 26: Tough Hide -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(33), LkGmblr-Rchg+:50(33), Ksmt-ToHit+:30(34)
    Level 28: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(34), GSFC-ToHit/Rchg/EndRdx:50(34), GSFC-Rchg/EndRdx:50(36), GSFC-ToHit/EndRdx:50(36), GSFC-Build%:50(36)
    Level 30: Boxing -- Acc-I:50(A)
    Level 32: Hasten -- RechRdx-I:50(A), RechRdx-I:50(33), RechRdx-I:50(37)
    Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(37), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), P'ngS'Fest-Acc/Dmg:30(40), P'ngS'Fest-Dmg/Rchg:30(45)
    Level 38: Total Focus -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(40), Mako-Dmg/Rchg:50(42), Mako-Acc/EndRdx/Rchg:50(42), Mako-Acc/Dmg/EndRdx/Rchg:50(42), Mako-Dam%:50(43)
    Level 41: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx/Rchg:40(43), RctvArm-ResDam/EndRdx:40(45), RctvArm-ResDam/Rchg:40(45)
    Level 44: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(46), LkGmblr-Def:50(46), LkGmblr-Rchg+:50(46)
    Level 47: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam:40(48), S'fstPrt-ResDam/Def+:30(50)
    Level 49: Resist Elements -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(50), Aegis-ResDam:50(50)
    ------------
    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:
    • 5.5% DamageBuff(Smashing)
    • 5.5% DamageBuff(Lethal)
    • 5.5% DamageBuff(Fire)
    • 5.5% DamageBuff(Cold)
    • 5.5% DamageBuff(Energy)
    • 5.5% DamageBuff(Negative)
    • 5.5% DamageBuff(Toxic)
    • 5.5% DamageBuff(Psionic)
    • 17.4% Defense(Smashing)
    • 17.4% Defense(Lethal)
    • 7.38% Defense(Fire)
    • 7.38% Defense(Cold)
    • 15.5% Defense(Energy)
    • 15.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 12.1% Defense(Melee)
    • 13.9% Defense(Ranged)
    • 7.06% Defense(AoE)
    • 1.8% Max End
    • 35% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 18% Enhancement(Accuracy)
    • 10% FlySpeed
    • 267.1 HP (14.3%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 16.5%
    • MezResist(Terrorized) 2.2%
    • 5% (0.08 End/sec) Recovery
    • 70% (5.48 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 1.26% 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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    |-------------------------------------------------------------------|
  11. Quote:
    Originally Posted by Gandil View Post
    Alright sounds good, I will drop conserve power than, thank you.
    Problem is, you have to take a prereq to get Physical Perfection, either CP or Focused Accuracy. FA is a huge end hog, and most of its benefits replicable with a couple of IOs. So IMO, if you want to keep Physical Perfection, CP is the better option.

    Of course, I don't think Physical Perfection is necessary, either, so you might want to consider dropping the Energy pool entirely.
  12. Soft-capping S/L on a Invul/EM is relatively easy; E/NE is a lot tougher even if you take Whirling Hands.

    Here's my current Invul/EM build, which gets very close to soft-capping (43%) E/NE by way of some sneaky slotting. This build has Air Sup/Fly, but you could certainly swap them out for CJ/SJ, which would probably get you to the soft cap for E/NE. Honestly, I don't think CP/PP is necessary, though it's an option if you really want the extra recovery.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Watcher's Wrath: Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Arctic Mastery
    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(3), RctvArm-ResDam/EndRdx/Rchg:35(3), RctvArm-ResDam:35(5)
    Level 1: Barrage -- KntkC'bat-Acc/Dmg:25(A), KntkC'bat-Dmg/EndRdx:25(5), KntkC'bat-Dmg/Rchg:25(7), KntkC'bat-Knock%:30(33)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:35(A), Dct'dW-EndRdx/Rchg:35(11), Dct'dW-Heal/Rchg:35(13), Dct'dW-Heal:50(13), Dct'dW-Rchg:35(34)
    Level 4: Bone Smasher -- P'ngFist-Acc/Dmg:25(A), P'ngFist-Acc/Dmg/Rchg:25(7), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(9), P'ngS'Fest-Acc/Dmg:25(9), P'ngS'Fest-Dmg/EndRdx:30(15), P'ngS'Fest-Dmg/Rchg:30(36)
    Level 6: Air Superiority -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(11), KntkC'bat-Dmg/Rchg:30(39), KntkC'bat-Dmg/EndRdx/Rchg:30(43), F'dSmite-Acc/Dmg:40(48)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(15), RctvArm-ResDam/EndRdx/Rchg:35(17), RctvArm-ResDam:35(17)
    Level 10: Taunt -- Mocking-Taunt/Rchg:40(A), Mocking-Taunt:40(23), Mocking-Taunt/Rchg/Rng:40(34), Mocking-Acc/Rchg:40(34), Mocking-Rchg:40(39)
    Level 12: Swift -- Run-I:50(A)
    Level 14: Fly -- Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:30(23)
    Level 16: Health -- Mrcl-Heal:35(A), Mrcl-Heal/EndRdx:35(36), Mrcl-Heal/Rchg:35(36)
    Level 18: Invincibility -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/Rchg:40(19), LkGmblr-Def/EndRdx/Rchg:40(19), LkGmblr-Def:40(21)
    Level 20: Stamina -- EndMod-I:50(A), P'Shift-End%:50(21), EndMod-I:50(31)
    Level 22: Whirling Hands -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(25), Erad-Acc/Dmg/Rchg:30(25), M'Strk-Dmg/EndRdx:35(27), M'Strk-Acc/EndRdx:35(27)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
    Level 26: Tough Hide -- GftotA-Def/EndRdx:35(A), GftotA-Def/Rchg:35(31), GftotA-Def:35(37), Ksmt-ToHit+:30(37), GftotA-Def/EndRdx/Rchg:40(50)
    Level 28: Build Up -- Rec'dRet-Pcptn:20(A), RechRdx-I:50(29), RechRdx-I:50(29)
    Level 30: Boxing -- Acc-I:50(A)
    Level 32: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(43)
    Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42), F'dSmite-Acc/Dmg:40(45)
    Level 38: Total Focus -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx:35(39), C'ngImp-Dmg/Rchg:35(40), C'ngImp-Acc/Dmg/Rchg:40(40), C'ngImp-Dmg/EndRdx/Rchg:40(42)
    Level 41: Block of Ice -- BasGaze-Acc/Rchg:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(42), Thundr-Acc/Dmg:50(43), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/EndRdx/Rchg:50(45)
    Level 44: Weave -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/Rchg:35(46), LkGmblr-Def/EndRdx/Rchg:35(46), LkGmblr-Def:35(46)
    Level 47: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(48), ResDam-I:50(48)
    Level 49: Resist Energies -- Aegis-ResDam/EndRdx:35(A), Aegis-ResDam/Rchg:35(50), Aegis-ResDam:35(50)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    Level 0: Ninja Run
    ------------
    Set Bonus Totals:
    • 20.5% Defense(Smashing)
    • 20.5% Defense(Lethal)
    • 9.25% Defense(Fire)
    • 9.25% Defense(Cold)
    • 18% Defense(Energy)
    • 18% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.8% Defense(Melee)
    • 11.4% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 5.4% Max End
    • 4% Enhancement(Heal)
    • 25% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    • 182.7 HP (9.75%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 13.8%
    • MezResist(Sleep) 3.85%
    • MezResist(Terrorized) 2.2%
    • 20% Perception
    • 6.5% (0.11 End/sec) Recovery
    • 28% (2.19 HP/sec) Regeneration
    • 3.76% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 5% RunSpeed

    Code:
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  13. I love my Dark/Mace tank; at 48 she's tough and a lot of fun to play. The combo has a ton of mitigation between the stuns and KU/KD in Mace. Op Gloom plus Clobber gives you the ability to stun bosses at will, a very nice benefit.

    The endurance problems of Dark are very exaggerated, IMO, especially if you're planning on slotting sets. Watcher's Twilight doesn't have Conserve Power or Physical Perfection, and almost never has endurance issues. She does, however, have a Theft of Essence +end, which as Dechs mentioned, is extremely helpful.
  14. Quote:
    Originally Posted by Scirion View Post
    Sorry for the slow reply, it decided to not email me to let me know there were replies. Finduilas, you're awesome! That's the kind of feedback I was looking for.

    A few questions/comments regarding your reply:

    Hover/Combat Jumping/Maneuvers - I picked Hover because as you may have noticed, I have no travel power, and occasionally there are places Ninja Run won't get me. It also comes in handy for tanking purposes sometimes. Would dropping Maneuvers and taking Combat Jumping while keeping Hover be a good idea?
    Maybe if you have a pool open after I19 hits. In that case, I wouldn't slot it for defense (not past the base slot, anyway) since it sounds like you won't be using it that much. Another option is to skip Hover and just plan to buy a Flight Pack for those times when you need to fly.

    Quote:
    True Grit - What do you think of slotting a fourth Numina's, but keeping the Aegis +Psi/Status and Resistance, rather than using basic IO's?
    I think the Aegis Psi/status is a waste of influence and slots, especially for a primary that has no psi resist already. A tiny amount of psi resist and additional status resistance will do almost nothing for you. If you really want the run speed bonus, slot the Aegis Res/End or Res/Rchg, but you won't get nearly as much resistance enhancement as you would with two common IOs.

    Quote:
    Against All Odds - You clearly haven't seen me tank. I *do* have my reasons for slotting for Taunt Duration. Unconventional, yes. Does it work? Oh, yes! However, I could swap the basic IO for a Taunt/End IO? It doesn't cost THAT much endurance to run, though I see your point.
    I know that's a joke, but I honestly can't picture a tanking style that would require additional Taunt duration in AAO. If it were WP with its weak taunt aura, that would be another story. But I suppose a level 50 Taunt/End Red would be a good compromise.

    Quote:
    Soul Drain/Dark Consumption - Not really sure what to do, here. I honestly need Dark Consumption to be up as often as possible for solo. It's much less important when on teams. Soul Drain... It gets used as an attack when solo, but more of a secondary taunt when teaming. I was in debate as to how to slot them both.
    Then slot Dark Consumption as an attack heavy on the recharge. It doesn't have to be one or the other. (5 Multi Strike + 1 common recharge IO would be an inexpensive way to do it.)

    As for Soul Drain, *all* of a tank's attacks are secondary taunts, that's what Gauntlet does. And as it's slotted now, it's actually worse for that purpose than it would be if slotted as an attack, since it does relatively little damage.

    Quote:
    Focused Accuracy - I wanted to do for the Shield/Dark what I did for the Shield/BA (6-slot Gaussian's for the set bonuses, especially the defense), but ran out of slots. Your other suggestions might help me fix this. I'll work on a re-build soon, and see what happens. I'm trying to find a better way to get the Perception bonus, but haven't thought of anything yet. Suggestions?
    Yep, pick up the Rectified Reticle +perception IO and slot it in Soul Drain. You have plenty of defense in the most recent build, so you don't need the Gaussian's set. Drop FA, replace it with the RR +percep and the Kismet +Acc in one of your defense powers. You'll get most of the benefits of FA at zero end cost.

    Quote:
    Multi-Strike/Scirocco's/Shield Charge - If I'm successful in getting a full set of Obliteration, I was planning on putting it in Shield Charge, which (with my current build with all the Red Fortunes and whatnot) gets Shield Charge down to 41.9 seconds, as opposed to 50-something. Thoughts?
    I think Oblit is a good choice for Shield Charge. I always recommend that players use Oblits sparingly, however, since the set has such poor end reduction.

    Quote:
    As for the build you posted (which is much appreciated, by the way), that brings me to a question I've asked in-game before, and can never get a straight answer. Is it worth it to slot a lower level set that has better set bonuses (IE: Reactive Armor in Tough), or should I concentrate on getting the most out of the set first, and then worry about which set in the appropriate level range has the most useful bonuses? I hate to gimp my main powers by using a lower level set, but sometimes, it seems like it would be better to use a lower set with better bonuses.
    I consider Reactive Armor a marginal set for Shields, but not because it caps at level 40; it's less than ideal because it's primarily a typed defense set and gives very low positional defense bonuses. However, the fact that it caps at 40 isn't a problem at all since it provides enough resistance to get you to the ED cut-off in 4 slots and also has a good amount of end reduction. I don't like or recommend Impervious Skin because even 6 slotting it won't completely enhance for resistance.

    Bottom line, you need to look at both things; how well a set enhances the power, and whether the set bonuses are desirable. Note that you usually don't need to have level 50 IOs to get to the ED cut-off with sets; depending on what IOs are available, sometimes IOs as low as 30 will do the job. I do recommend looking at level 50 sets when you're low on slots; 3 level 50 Aegis will get you a lot closer to 56% enhancement than 3 level 40 RAs.

    Also, keep in mind that you lose the set bonuses if you exempt 4 levels below the enhancement level, which is a good reason to not just use 50s unless you really want/need the higher enhancement values.
  15. I think double-slotting end reduction in a non-damage toggle is a waste in general, but IMO it's even more of a waste if you have a end recovery power like EA.

    The extra end you recover from the second end reduction is miniscule; so drop an end red slot from GA, FA, CE, Tough and Weave. Health could use an extra slot, and Icicles another damage slot; do what you like with the rest.

    I also don't see why you'd need to have Taunt recharge in under 4 seconds, but unless the goal is to move to sets later, the slots aren't really needed elsewhere.
  16. Finduilas

    Dark Tanks

    Quote:
    Originally Posted by AnElfCalledMack View Post
    It's not the toggles that are doing the damage to your blue bar. Put some Endredux in your attacks, and slot Dark Consumption for recharge like you mentioned. The attack you really need to watch the end usage of is Dark Regeneration. One use of that takes out over a third of a full blue bar, so a little bit of end reduction will save a lot.
    Well, it's not primarily his toggles that a using a lot of end. However, two of the toggles in Dark need to be well-slotted for end reduction: Death Shroud and Cloak of Fear. But otherwise I agree; none of the other Dark toggles are going to cause you the end problems that attacks, DR, DS and CoF can, and don't need to be superslotted for end reduction.
  17. Quote:
    Originally Posted by Flints View Post
    I'd advise taking the 3 concealment powers with i19's launch and not using them, at the cost of dropping Combat Jumping.
    You could run Stealth if you don't mind the animation, that'll almost be the same as CJ and due to Inherent Fitness having Swift you'll be at the same movement speed you are now.
    What's the rationale behind this? CJ is a much more useful mobility power than Stealth, especially since you can get Stealth's concealment with a stealth IO. You get the same amount of defense, so what's the advantage of taking Stealth over CJ, let alone three powers in the Concealment pool?

    I'd probably keep CJ and pick up some ancillary powers instead.
  18. The biggest problem I see with your build is that the defense and resistance toggles are very overslotted, and your attacks, in most cases, are very underslotted. In general, def/res toggles seldom need more than 4 slots; 6-slotting just overslots the power for end reduction but provides no additional defense or resistance. So the first thing I'd do is drop BA, Tough and Weave down to 4 slots each. Deflection I'd leave at 6 slots, but put level 50 common resist IO in the last two slots instead of the End and End/Rchg defense IO. This will free up a lot of slots for your attacks, and to slot Health and Stamina.

    Also:

    You need to have at least 45% defense to all positions, but I wouldn't recommend going above 50%. Currently, you have way too much Ranged defense, so it won't be too much of a problem if you lose the Ranged bonuses from the Red Fortune sets. Those slots are better used elsewhere. If you can't afford LotG, consider getting Gift of the Ancients instead; that set has much better 4 slot bonuses than RF.

    Pick up the Steadfast +Def. Yes, it's relatively expensive, but the 3% defense to all in one slot is worth it. You can slot it in Tough or True Grit.

    Perfect Zinger is not a great set for a positional defense character, since you only get 1.56% Melee def in 6 slots. You'd be much better off 6-slotting Touch of Death or Obliteration if you can afford them. If you can't there are other ways.

    I'd also drop Maneuvers. It's a high-endurance toggle and has less defense when fully slotted than Combat Jumping. If you do decide to keep it, drop it back to 4 slots.

    Unless you want to Hover-tank, CJ is a better choice than Hover, IMO. Whichever one you have, you have to have it running to get the defense, and I think CJ is a much better choice for combat mobility. In either case, though, I'd drop it back to 2 or 3 slots since neither CJ nor Hover take much endurance to run.

    With the Numina unique slotted there, you're pretty far from the ED cutoff for Heal in True Grit. I'd add another Numina slot and slot 2 resist commons in the last two slots.

    Against All Odds should be slotted for end reduction, not taunt duration.

    Multi Strike is a good, inexpensive choice for your AoE attacks, and provides small AoE and Melee defense bonuses. However, for Shield Charge, since high recharge is important for it, I'd drop the last Scirocco's slot and add a slot of Multi Strike or a recharge common instead.

    Soul Drain and Dark Consumption are moderate damage attacks, and should be slotted as such, though slotting for some end mod in DC isn't a bad idea.

    Focused Accuracy is a huge end hog, so you'd be better off slotting it for end reduction if you keep it and the Mace Mastery pool.

    Here's what your build looks like with the changes I suggested. You've lost the recharge bonuses from the RF sets, but dropping Maneuvers and getting Hasten instead will make up for that. I also put aside some slots for Health and Stamina, and the attacks are much better slotted.

    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: Dark Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Mace Mastery
    Hero Profile:
    Level 1: Deflection -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(3), GftotA-Def/EndRdx/Rchg:40(5), GftotA-Def:40(13), ResDam-I:50(15), ResDam-I:50(19)
    Level 1: Shadow Punch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(11), C'ngImp-Dmg/Rchg:50(40), C'ngImp-Acc/Dmg/Rchg:50(46), C'ngImp-Acc/Dmg/EndRdx:50(48)
    Level 2: Battle Agility -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(3), GftotA-Def/EndRdx/Rchg:40(5), GftotA-Def:40(13)
    Level 4: True Grit -- ResDam-I:50(A), ResDam-I:50(9), Numna-Heal/Rchg:50(9), Numna-Regen/Rcvry+:50(21), Numna-Heal:50(21), Numna-Heal/EndRdx:50(39)
    Level 6: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
    Level 8: Shadow Maul -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(11), M'Strk-Acc/EndRdx:50(29), M'Strk-Dmg/Rchg:50(40), M'Strk-Dmg/EndRdx/Rchg:50(46), M'Strk-Acc/Dmg/EndRdx:50(50)
    Level 10: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(25), Zinger-Taunt/Rchg/Rng:50(25), Zinger-Acc/Rchg:50(27)
    Level 12: Against All Odds -- EndRdx-I:50(A)
    Level 14: Phalanx Fighting -- DefBuff-I:50(A)
    Level 16: Siphon Life -- Nictus-Heal:50(A), Nictus-Heal/HP/Regen/Rchg:50(17), Nictus-Acc/Heal:50(17), Nictus-Acc/EndRdx/Heal/HP/Regen:50(23), Nictus-Acc/EndRdx/Rchg:50(23), Nictus-%Dam:50(27)
    Level 18: Grant Cover -- EndRdx-I:50(A)
    Level 20: Boxing -- Acc-I:50(A)
    Level 22: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam:40(33), RctvArm-ResDam/EndRdx/Rchg:40(39), S'fstPrt-ResDam/Def+:30(45)
    Level 24: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(31), GftotA-Def/EndRdx/Rchg:40(33), GftotA-Def:40(34)
    Level 26: Shield Charge -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(31), Sciroc-Dmg/Rchg:50(33), Sciroc-Acc/Rchg:50(34), Sciroc-Acc/Dmg/EndRdx:50(37), M'Strk-Dmg/Rchg:50(39)
    Level 28: Soul Drain -- M'Strk-Acc/Dmg:50(A), M'Strk-Acc/EndRdx:50(29), M'Strk-Dmg/EndRdx:50(40), M'Strk-Dmg/Rchg:50(42), M'Strk-Acc/Dmg/EndRdx:50(42), M'Strk-Dmg/EndRdx/Rchg:50(42)
    Level 30: Combat Jumping -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(36), RedFtn-Def:50(37)
    Level 32: One with the Shield -- ResDam-I:50(A)
    Level 35: Dark Consumption -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/Rchg:50(36), M'Strk-Dmg/EndRdx/Rchg:50(36), Efficacy-EndMod/Acc:50(43), Efficacy-EndMod/EndRdx:50(45)
    Level 38: Midnight Grasp -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(43), Mako-Dmg/Rchg:50(45), Mako-Acc/Dmg/EndRdx/Rchg:50(46), Mako-Acc/EndRdx/Rchg:50(50), Mako-Dam%:50(50)
    Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(43)
    Level 44: Web Envelope -- RechRdx-I:50(A)
    Level 47: Focused Accuracy -- EndRdx-I:50(A), EndRdx-I:50(48), ToHit-I:50(48)
    Level 49: Summon Blaster -- RechRdx-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A), Empty(15), Empty(19)
    Level 1: Sprint -- Empty(A), Empty(34), Empty(37)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 2: Ninja Run
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 6.13% Defense(Smashing)
    • 6.13% Defense(Lethal)
    • 6.44% Defense(Fire)
    • 6.44% Defense(Cold)
    • 6.13% Defense(Energy)
    • 6.13% Defense(Negative)
    • 3% Defense(Psionic)
    • 7.38% Defense(Melee)
    • 7.38% Defense(Ranged)
    • 9.88% Defense(AoE)
    • 7.65% Max End
    • 11% Enhancement(Heal)
    • 25% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    • 140.6 HP (7.5%) HitPoints
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 8.8%
    • MezResist(Sleep) 4.95%
    • MezResist(Stun) 3.3%
    • MezResist(Terrorized) 2.75%
    • 6% (0.1 End/sec) Recovery
    • 32% (2.5 HP/sec) Regeneration
    • 11.6% Resistance(Fire)
    • 4.1% Resistance(Cold)
    • 6.88% Resistance(Negative)

    Code:
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  19. Quote:
    Originally Posted by Lord_Thanatos View Post
    There have been people trying to argue that inherent fitness will cause slot starvation and that the devs SHOULD give us more slots varying from 4 to monstrous 10.
    Yes, and I don't agree with that. (Though I also don't know why 10 slots would be "monstrous".)

    Quote:
    Also, "So what if people are slot starved if they go for set bonuses instead of slotting power?", that is precisely the problem, if you choose to slot for set bonuses, then you have to live with the consquenses if you slot starve some of your powers. The game isn't ATM balanced around needing IOs, the needing more slots argument will only work if there isn't enough slots to do normal content without using IOs or when/if the game slbecomes balanced around needing IOs to function.
    You always have to live with the consequences of what powers you pick. If you pick a lot of attacks or other powers that need extensive slotting, you could easily run out of slots without using a single set IO. I don't understand your focus on slotting for set bonuses as the problem here, like it's something dirty.

    Quote:
    Also the word need vs want is very important, both have been used in the conversations about the topic, my responses are regarding the "need more slots argument". I myself would want more slots but I dont 'need' them to function with the update.
    That we can agree on.
  20. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Right. I guess I'm among the few that don't want another toggle running in /Shield.
    Well, then, Grant Cover shouldn't be a problem because it's a click.

    EDIT: Ooops, looks like I was wrong about that; I haven't taken it yet on my Shield tank, and Mid's doesn't flag it as a toggle. City of Data says it's a toggle, though.
  21. Quote:
    Originally Posted by Lord_Thanatos View Post
    I've said many times, many of these arguements for more slots can be rewritten as "I want more set bonuses." For many builds is people werent building for set bonuses they would have enough slots for most of their powers.
    It isn't necessarily true that people want more slots for set bonuses; if you really, really want to add a couple more attacks and now can do so, you may want more slots just to slot them out properly.

    And even if people are slotting for set bonuses and that's why they're slot-starved, so what?

    I think what's more important is the attitude people have toward the change. "It would sure be nice to have more slots" is a very different from "Making Fitness inherent is USELESS unless I get more slots!"
  22. Personally, I don't see anything wrong with wishing for more slots. Even before the Fitness pool announcement there are a bunch of characters that I would *love* to have a few more slots for. So I'll probably have to make some tough slotting choices when I19 goes lives.

    However, I do agree that it is absurd to call this an nerf in any way, or say that it's not a buff because we didn't get any more slots. Even without more slots, the ability to pick up 3 more powers--and in effect, one more power pool--is just phenomenal!
  23. You've gotten a lot of good suggestions, but I just want to mention that although Kinetic Combat is a great set, it's much better for typed def than positional, and I think it would be wasted in a Shield tank. Six slots of Touch of Death gives 3.75% melee defense, compared to 1.88% for Kinetic Combat.

    As you probably know, some of the KC pieces are extremely valuable, so IMO it would make more sense to either hold onto them and use them in a typed defense character, or sell them to fund the purchase of your other IOs.
  24. Quote:
    Originally Posted by B_L_Angel View Post
    I like all of the above. I was planning on Grant Cover, and One With the Shield in I19. I just didn't want to take one with the shield before I could give it 2 slots. I was really going for pure enhancement in Knockout blow and didn't even realize I had the five percent recharge bonus there. I could maybe put in more Mako pieces ? Putting in resistance I just don't know about using slots to get only a little resistance. I have tough, so adding smashing lethal resistance anywhere really boosts my survivability to that type. I can give the luck of the gambler pieces a try on test and see how that goes.
    If you're interested in S/L resistance, that's another good reason to slot Deflection more fully for resistance, since that's the source of S/L resist in Shield. Adding another resistance slot to both Deflection and Tough will get you to about 46% S/L resistance.

    The non-S/L resists are in True Grit, and the base numbers are pretty small, so if you really need slots elsewhere you could probably single-slot for resistance in TG or leave it unslotted. However, I do think getting the Heal enhancement in TG up to the ED cut-off is a good idea; it provides additional HP and tanks can always use HP!

    Quote:
    Mostly I am saving those things until I19. When that comes along I should be able to give it both a resistance and health IO, or 2 health IOS or maybe a recovery IO. I mostly solo, so I could go without the taunt IO but when I do team it would feel like I was letting the team down.
    AAO is one of the strongest Taunt auras in the game, so I don't think you'll be letting your team down by not slotting it for Taunt duration. I do agree with Gilia that picking up the power Taunt after I19 hits would be a good idea. Taunt gives you the ability to taunt at range; something that can't be replicated by an aura, even one slotted for Taunt duration.
  25. Your link isn't working, BTW.

    IMO, you've wasted slots overslotting Deflection and Battle Agility for defense, and underslotted all your resistance powers. I'd go with 4 LotG in Deflection and BA (Def, Def/End, Def/End/Rchg, +Recharge) and add two level 50 common IOs to Deflection. I'm guessing that you're slotting for the 5% recharge bonus in RF, but I don't think it's worth it, especially since you're one over the "rule of 5" for that bonus, anyway.

    True Grit is underslotted for both Heal and Resistance. I'd add the Miracle Heal/End/Rchg and another level 50 common resistance IO.

    Tough needs another slot; I'd drop the TC and replace it with 2 slots from a resist set that has a good 2 slot bonus like Imperv Armor or Aegis.

    Regarding your power order, you should really take Against All Odds much sooner. I'd swap the order of AAC and Phalanx Fighting; PF is nice to have, but it can easily be delayed until the 20s. AAC doesn't need Taunt enhancement either, so you can use that slot elsewhere.

    Even if you solo, Grant Cover is a useful power for the Def Debuff resistance it provides. When I19 hits and Stamina, etc. become inherent, I'd pick up both GC and OwtS, since neither requires much slotting. (And you can use GC as a place to put a fifth LotG +Recharge.)