Finduilas

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  1. Also, be sure to open the mail window large enough that the Claim button is clearly visible and not overlapping anything. Often when you first open it, it'll be squashed down a bit, and the claim button doesn't work in that position.
  2. Well, that explains why I couldn't contact Calvin Scott. However, I don't understand why that would be considered "being a triple agent", if you actually switched loyalties to the Resistance.

    If you start as a Loyalist and switch to Resistance, your character and the Resistance know that you're on their side, but presumably the Loyalists do not, otherwise they wouldn't continue to give you missions. If you do Loyalist missions and betray them to the Resistance, that sounds like a standard double-agent situation to me.

    Furthermore, we're told all along that you can change your mind on what alignment you want to be, so I'm not sure why what side you chose in the tutorial should lock you into a side like that.
  3. Quote:
    Originally Posted by FluffTrooper View Post
    3 reds, 1 yellow, the rest greens, that combo should work on almost any low-mid level EB
    Well, Noble Savage is definitely one of the exceptions, then, since as I said in my first post, I tried stocking up on regular reds, blues and greens, and it didn't help enough. As another poster said, NS hits hard and has a ridiculous regen rate, so it's difficult to do enough damage before he does a lot of damage to you.

    What finally worked was Envenomed Dagger and a bunch of Large inspirations, primarily purples and reds. Whew!

    Thanks again to everyone for their suggestions.
  4. Thanks everyone! I'll try the Envenomed Dagger for sure.

    The reason I didn't try purples already is that I have limited Insp space and I wasn't sure whether they'd help that much considering that FA has no defense to start with.

    I also just remembered that I can have one of my 50s send this character some Tier 3 insps, which should help alleviate the problem of not enough inspiration space.
  5. I've got a level 16 Fire/KM tank that's stuck on the second James Noble mission. I know I don't have to beat him per se, but I can't even get his health down to the point where he'll talk to me. He hits so hard that I run out of HP, end, or both first.

    I tried loading up on reds, yellows, greens and blues, (as least as much as one can at level 16) to no avail. I've tried ducking out of the mish when my health gets too low, but he's healed up to full by the time I re-enter the mish.

    I've considered waiting for another level, but I'd prefer not to start another arc, and there doesn't seem to be a way to do anything like radio missions in Praetoria.

    Any suggestions (other than "get a team") for how I could better my odds against this guy? Are there any temp powers that are likely to be particularly useful?
  6. Quote:
    Originally Posted by Wyldhunt View Post
    I've tried tanks of all stripes except DA and Ice Armor. It's time for the latter once I19 rolls around. I have a good amount of experience with SS, both Tanks and Brutes, but none with Ice Armor.

    Note: I've placed the slots I'll put in Health and Stamina under Sprint and Rest. Health will have 4 Numina's Convalescence, and Stamina will have 4 Performance Shifters (standard slotting for me).

    Particular questions:
    1. Should I skip Punch in favor of Permafrost, since I have both and AirSup/Boxing in the mix? That would return two slots to use elsewhere, likely to beef up the procs/dam in another attack.
    2. Should the last two slots in Jab be moved to Haymaker? The question is more DPA (at the build's current recharge when Hasten is up) or make the most of the -30% DamResDebuff on multiple targets?
    3. I know most of the Mako's Bite bonuses are basically wasted since with Hoarfrost up I'm way over the HP cap. However, I don't really see any better use of the slots than this (Acc/Dam + Dam/End + 20% proc). Perhaps the slots can be better used elsewhere - I'm just going by my old rule of thumb to 2-slot each attack at least.
    4. With the massive heal from Hoarfrost, and Hibernate being available, do I really need to worry about getting Psi defense and/or Toxic resist up any more?
    1. I would skip Punch, it does about the same damage as Air Sup and you have plenty of ST attacks. Permafrost is a okay choice, but you might want to consider getting Dark Oblit instead.

    2 & 3. IMO, several of your attacks are underslotted for just about everything. (My rule of thumb is that secondary attacks get 5 slots unless they're solely a set mule.) Procs are all well and good, but attacks should be slotted so they do full damage--or close to it--when the proc doesn't hit, which in most cases means 6 slots. And having so many of your attacks underslotted for end reduction (and accuracy) is likely to cause endurance problems, even with EA. If you don't need to slot for defense set bonuses, I'd use something like Crushing Impact in my ST attacks.

    4. No, IMO you won't be able to accrue enough Psi or Toxic defense to make the effort worthwhile.

    Other slotting issues:

    Do you have the Gladiator's Armor +Def or know how you're going to get one? Because currently, they're just about impossible to buy in the market, so I wouldn't count on getting one. And if you don't get one, you're going to have to find another way to get the 2% defense to S/L/E/NE you'll need to soft-cap.

    For Frozen Armor, Glacial Armor, and Weave, swap out the LotG Def/Rchg for the LotG Def/End/Rchg so they'll be sufficiently slotted for end reduction.

    If you end up needing additional S/L defense, slotting four Smashing Haymaker plus a slot or two from another set will fully slot your ST attacks. And as I mentioned above, Crushing Impact is another good choice. I wouldn't bother slotting procs in anything but your fastest recharging ST attacks or AoEs.

    IMO, 5 Doctored Wounds is a better choice for Hoarfrost than Numina's. You can always slot the Numina's in Health if you like those bonuses.

    Icicles is underslotted for endurance reduction; I always recommend at least 60% since it's a high-endurance toggle. If you need E/NE defense, slot 3 or 4 Eradication plus a couple of slots from another set instead.

    Energy Absorption needs to be slotted for Defense as well as End Mod. Try frankenslotting with end mod and defense sets to get as close to the ED cut-off as possible for end mod, defense and recharge.

    You have plenty of attacks without Boxing, so I'd leave it single-slotted.

    Maneuvers is a bad bargain for tankers, IMO; it has a very high endurance cost for the amount of defense it provides. Combat Jumping gives slightly more defense at a fraction of the end cost, so I'd get that instead.

    Here's what I would do with your build; as I mentioned, you could take Permafrost instead of Dark Oblit, and level 49 is fine for PF. If you take PF, I'd slot it with 3 Aegis for the F/C defense.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Chunk: Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery
    Hero Profile:
    Level 1: Frozen Armor -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(15), LkGmblr-Def/Rchg:50(15), LkGmblr-Rchg+:50(37)
    Level 1: Jab -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(9), S'ngH'mkr-Dmg/EndRdx/Rchg:35(46), Zinger-Dam%:50(48)
    Level 2: Hoarfrost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(9), Dct'dW-Heal:50(13), Dct'dW-Rchg:50(43)
    Level 4: Haymaker -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx:35(5), C'ngImp-Dmg/Rchg:35(5), C'ngImp-Acc/Dmg/Rchg:35(31), C'ngImp-Acc/Dmg/EndRdx:35(50)
    Level 6: Air Superiority -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:35(7), C'ngImp-Dmg/Rchg:35(7), C'ngImp-Acc/Dmg/Rchg:35(13), C'ngImp-Acc/Dmg/EndRdx:35(31)
    Level 8: Chilling Embrace -- EndRdx-I:50(A)
    Level 10: Wet Ice -- EndRdx-I:50(A)
    Level 12: Taunt -- Zinger-Dam%:50(A)
    Level 14: Fly -- Winter-ResSlow:50(A)
    Level 16: Icicles -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(23), Erad-Acc/Dmg/EndRdx/Rchg:30(23), M'Strk-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx:50(36)
    Level 18: Glacial Armor -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def/Rchg:50(19), LkGmblr-Rchg+:50(37)
    Level 20: Knockout Blow -- Hectmb-Dam%:50(A), Hectmb-Dmg/EndRdx:50(21), Hectmb-Dmg:50(21), Hectmb-Dmg/Rchg:50(48), Hectmb-Acc/Rchg:50(48)
    Level 22: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(25), Ksmt-ToHit+:30(37)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
    Level 26: Energy Absorption -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(27), P'Shift-EndMod/Acc/Rchg:50(27), LkGmblr-Def/Rchg:50(33), LkGmblr-Def/EndRdx/Rchg:50(34), LkGmblr-Def:50(34)
    Level 28: Rage -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(29), GSFC-Rchg/EndRdx:50(29), GSFC-ToHit/Rchg/EndRdx:50(31), GSFC-ToHit/Rchg:50(33), GSFC-ToHit:50(33)
    Level 30: Boxing -- Acc-I:50(A)
    Level 32: Hibernate -- Heal-I:50(A)
    Level 35: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(36), Aegis-ResDam/Rchg:50(36), S'fstPrt-ResDam/Def+:30(40)
    Level 38: Foot Stomp -- Armgdn-Dam%:50(A), Armgdn-Dmg/EndRdx:50(39), Armgdn-Dmg:50(39), Armgdn-Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(40), Zinger-Dam%:50(40)
    Level 41: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/Rchg:50(42), LkGmblr-Rchg+:50(42)
    Level 44: Gloom -- Apoc-Dam%:50(A), Apoc-Dmg/EndRdx:50(45), Apoc-Dmg:50(45), Apoc-Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(46), Apoc-Acc/Dmg/Rchg:50(46)
    Level 47: Darkest Night -- ToHitDeb-I:50(A)
    Level 49: Dark Obliteration -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(50), Posi-Acc/Dmg/EndRdx:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A), Empty(11), Empty(11), Empty(43)
    Level 2: Rest -- Empty(A), Empty(17), Empty(17), Empty(43)
    Level 1: Gauntlet
    Level 2: Ninja Run
    ------------
    Set Bonus Totals:
    • 6.5% DamageBuff(Smashing)
    • 6.5% DamageBuff(Lethal)
    • 6.5% DamageBuff(Fire)
    • 6.5% DamageBuff(Cold)
    • 6.5% DamageBuff(Energy)
    • 6.5% DamageBuff(Negative)
    • 6.5% DamageBuff(Toxic)
    • 6.5% DamageBuff(Psionic)
    • 6.13% Defense(Smashing)
    • 6.13% Defense(Lethal)
    • 7.38% Defense(Fire)
    • 7.38% Defense(Cold)
    • 7.38% Defense(Energy)
    • 7.38% Defense(Negative)
    • 8% Defense(Psionic)
    • 6.44% Defense(Melee)
    • 7.06% Defense(Ranged)
    • 7.06% Defense(AoE)
    • 1.8% Max End
    • 71% Enhancement(Accuracy)
    • 75% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 10% FlySpeed
    • 231.9 HP (12.4%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 6.6%
    • MezResist(Sleep) 1.65%
    • MezResist(Terrorized) 2.2%
    • 13% (0.22 End/sec) Recovery
    • 66% (5.16 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 7.88% Resistance(Fire)
    • 7.88% Resistance(Cold)
    • 15% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1398;705;1410;HEX;|
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  7. Go here:

    http://www.cohplanner.com/

    and download and install Mid's Hero Designer. Then put your current build into Mid's, export it and paste it into a new reply.

    That may seem like a lot of trouble, but anyone posting a build for you is almost certainly going to use Mid's, so you'll need to learn how to use it anyway.
  8. It would be helpful if you could put your current build in Mid's and post it here for us to comment on.
  9. I have a level 48 Dark/Mace that I love. Mace's damage is really good nowdays, and there's terrific synergy between the Stuns in Mace (especially Clobber) and Op Gloom. It's a great combo.
  10. Finduilas

    Shield/Fire

    Quote:
    Originally Posted by MasterJediJared View Post
    I just started a Shield/Fire tank and I figured this may be the best thread to ask a question on:

    Phalanx Fighting or Combat Jumping?

    The description says that the defense only kicks in when there's team mates near you. However, Mids shows a similar bonus to CJ with 0 team mates selected. Is this accurate or does PF and CJ really offer comparable stats with no team mates near?
    Yes, PF gives the player an unenhancable 5% defense to all positions, as well as some enhanceable defense that kicks in when teammates are nearby.

    CJ's defense doesn't depend on teammates, it gives around 4% defense to all when fully enhanced.

    So it terms of defense, PF is a little better.
  11. Yes, I was going to mention that Dech's build, though not identical to mine, is similar in that it soft-caps without relying on a bunch of Oblit sets. I think that is much better way to go on Dark, since it can have substantial endurance problems.
  12. Quote:
    Originally Posted by droidsinc View Post
    Guess I should have mentioned it, but I am L50 now.

    I see the point on Dark Regen. I pulled the Healing and added a End Red.

    I pulled 2 slots in Cloak of darkness and added one each to Firesword and Incinerate.

    I would like to see KC's in my single target attacks, so I think that is a very good suggestion.

    I really do not want to lose my Melee/Smashing/Lethal Defense. Right now I have at least 39.8%(42.6% with above changes), and really whould like to see the soft cap. Pulling the Oblit's would hurt quite a bit in that respect.

    Thank you all for your ideas, keep em coming
    You said yourself that you have endurance issues, and the Oblits are a large part of that problem, especially the set in Death Shroud. Note that the build I posted is less than 1% below soft-capping for S/L, and has much more E/NE defense, all without the Oblits.

    Also, just adding a slot to Fire Sword and Incinerate does nothing to solve the problem of being underslotted for Accuracy and Damage unless you actually slot Accuracy and Damage; currently those attacks have about 23% accuracy. At the other extreme, there's no way that GFS needs 96% accuracy, so why not pull that sixth slot and use it elsewhere?
  13. I have accepted the mission, but it still won't let me tell him about it. I'll trying taking the contact--it's a Crusader contact, which I wasn't planning on doing--and then try talking to him again.

    EDIT: I accepted Hatchet as a contact from Calvin Scott, and got the "Speak to Elena in Underground" mission. I auto-completed it, and now I have a "Speak to Hatchet" mission! Grrr.

    I wouldn't mind doing it if I had any assurance that it will fix the problem, but at this point I'm not sanguine.
  14. My level 15 Praetoria character is an undercover Resistance fighter doing Chance McKnight's missions. The current mission says that I should contact Calvin Scott to tell him what's going on, but I can't figure out how to contact him for this!

    I've tried using the Call button and going to see him in person, but he just offers me a new contact; there doesn't seem to be an option to tell him about my mission.

    What am I doing wrong?
  15. I'm not surprised that endurance is a problem, with Dark Regen underslotted and three attacks--including Death Shroud--very underslotted for end reduction.

    The first thing I'd do is get rid of the Oblit set in Death Shroud and replace it with 3 or 4 Eradication plus a couple of IOs from another set for sufficient end reduction--I think you should have a minimum of 60% end reduction in both DS and Dark Regen. I'd also have delayed DS until after Stamina, but it sounds like you're past that point.

    How many of the Oblit sets you keep is up to you, but bear in mind that 6 slots of Oblit has less than 19% end reduction, so having attacks slotted that way is going to add a lot of additional end cost to an already end-heavy build.

    Using Oblit is also not the best way to get S/L def; if that's what you're looking for, if you can afford them slotting Kinetic Combat is twice as good as Oblits or Smashing Haymaker, for that matter. I would try to get at least a set or two of KC, using the KD proc if necessary. But whether you slot your ST attacks with KC or SH, they do need at least another slot; as it is Scorch, Fire Sword and Incinerate are all underslotted for Accuracy and Damage. If you can only give them one additional slot, I like the Mako's Acc/Dam/Rchg/End.

    As I mentioned, Dark Regen needs more end reduction too. I'd frankenslot a couple of Heal, Acc Heal, and/or Damage sets to get a good mix of Accuracy, End Reduction, Recharge and Heal. The Theft of Essence +End proc is also a good choice.

    Personally, I don't feel that the .63% E/NE def bonus for two BotZ is worth slotting for. If you have or can afford the BotZ -KB, fine, but I'd pull the other slot and use it elsewhere.

    Likewise, there are better ways than 6 slotting Red Fortune to get E/NE defense--slotting Eradication in your AoEs being the primary one. IMO, you'd be better off pulling two of those slots and using them for attacks. Gift of the Ancients is a good defense set to use with Dark since it has recovery and +end bonuses.

    Focused Accuracy is a huge end hog and I don't believe you'll be able to run it along with everything else. If you want the additional To Hit, slot a Kismet +Acc somewhere and get Conserve Power instead.

    I'm also not a fan of Soul Transfer, and think Build Up, or better yet, Op Gloom would be a more useful choice, but your call.

    Here's what I would do with your build; the Kinetic Combat sets are definitely going to be expensive, but you can slot Smashing Haymaker initially and replace them as you can afford the the KCs. (I believe the KC Dam/End/Rchg is only 1 Hero merit so that's also an option.)

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Tyuiop: Level 50 Technology Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(11), S'fstPrt-ResKB:30(13)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Knock%:35(39), Mako-Acc/Dmg/EndRdx/Rchg:35(40)
    Level 2: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(37), Mako-Acc/Dmg/EndRdx/Rchg:35(39)
    Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(7)
    Level 6: Combustion -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(13), Erad-Acc/Dmg/Rchg:30(15), Sciroc-Dmg/EndRdx:50(15), Sciroc-Acc/Dmg/EndRdx:50(17)
    Level 8: Obsidian Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(11)
    Level 10: Dark Regeneration -- Theft-+End%:30(A), Theft-Acc/EndRdx/Rchg:30(19), Nictus-Acc/EndRdx/Rchg:50(33), Nictus-Acc/Heal:50(33), Numna-EndRdx/Rchg:50(33), Numna-Heal/EndRdx:50(34)
    Level 12: Swift -- Run-I:50(A)
    Level 14: Combat Jumping -- DefBuff-I:50(A), Ksmt-ToHit+:30(17)
    Level 16: Super Jump -- Zephyr-ResKB:50(A)
    Level 18: Health -- Heal-I:50(A), Heal-I:50(19), Heal-I:50(25)
    Level 20: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(21), P'Shift-End%:50(21)
    Level 22: Death Shroud -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(23), Erad-Acc/Dmg/EndRdx/Rchg:30(23), Erad-%Dam:30(25), Sciroc-Dmg/EndRdx:50(27), Sciroc-Acc/Dmg/EndRdx:50(27)
    Level 24: Cloak of Darkness -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(31), GftotA-Def/Rchg:40(34), GftotA-Def:40(34)
    Level 26: Boxing -- Acc-I:50(A)
    Level 28: Fire Sword Circle -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(29), Erad-Acc/Dmg/Rchg:30(29), Sciroc-Dmg/EndRdx:50(31), Sciroc-Acc/Dmg/EndRdx:50(31)
    Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(48)
    Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(36), LkGmblr-Def:50(36), LkGmblr-Def/Rchg:50(46)
    Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
    Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(43), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Physical Perfection -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(45), Mrcl-Rcvry+:40(45), Mrcl-Heal:40(45), EndMod-I:50(46), EndMod-I:50(46)
    Level 47: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(50), Mocking-Taunt/Rchg/Rng:50(50), Mocking-Acc/Rchg:50(50)
    Level 49: Soul Transfer -- RechRdx-I:50(A)
    ------------
    Level 1: Brawl -- Acc-I:50(A)
    Level 1: Sprint -- EndRdx-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    Level 0: Ninja Run
    ------------
    Set Bonus Totals:
    • 25.5% Defense(Smashing)
    • 25.5% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 17.4% Defense(Energy)
    • 17.4% Defense(Negative)
    • 3% Defense(Psionic)
    • 14.3% Defense(Melee)
    • 10.2% Defense(Ranged)
    • 3% Defense(AoE)
    • 9% Max End
    • 9% Enhancement(Accuracy)
    • 5% FlySpeed
    • 210.8 HP (11.3%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 15.4%
    • 6% (0.1 End/sec) Recovery
    • 74% (5.79 HP/sec) Regeneration
    • 2.5% Resistance(Fire)
    • 5% RunSpeed

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  16. There was a long discussion of this mission in the Tech forum. There seems to be a great deal of variation in how hard players find this mission to be. It's not clear whether some sets/ATs just have it easier, or whether some players get hit with larger spawns.

    My dark/mace tank was able to survive it, mostly due to Dark Regen and the end drain resist DA gets. It was tough, though, and I came much closer to face-planting than usual when soloing one of my tanks.
  17. Finduilas

    Ice and Why?

    Well, I'd say it definitely needs some tweaks, but not bad for a first try.

    From the top:

    I'd delay Icicles until level 22 and move the Fitness pool up two levels. Icicles is a very end-heavy power and you're probably not going to be able to use it much before you have Stamina anyway.

    Use the LotG Def/End/Rchg instead of the Def/Rchg in your defense toggles. You'll still be past the ED cut-off, but you'll also have sufficient end reduction. I'd find another slot to put in Weave for that reason--Tough and Weave have a higher endurance cost than the Ice Armor toggles.

    Chilling Embrace really only needs a end reduction slot, but if you want to slot for a bonus, use 4 Curtail Speed instead for a small S/L def bonus.

    The Hami-Os in Wet Ice aren't doing anything for you; save yourself some influence and just use a single end reduction. Likewise, Ice doesn't need additional KB protection, so drop the BotZ in SS.

    Mako's Bite is not a great choice for E/NE defense, it's a lot of slots for a relatively small bonus. Slotting Eradication in one of your AoE would be better; I recommend 3 or 4 slots of Eradication plus two from another set so you have adequate end reduction.

    Energy Absorption is poorly slotted for defense; you should try to come as near the ED cut-off as possible for End Mod, Recharge, and Defense. 3 slots each from high level defense and end mod sets--heavy on the recharge--will usually do the trick. (The Chance for +End is not a good choice for EA since it will only kick in when EA is activated.)

    Hibernate is way overslotted; it doesn't benefit from recharge at all. I'd use those slots to better slot Tough and Weave.

    Here's what I would do with your build:

    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: Ice Armor
    Secondary Power Set: Kinetic Melee
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Hero Profile:
    Level 1: Frozen Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(45), LkGmblr-Def/EndRdx/Rchg:50(45), LkGmblr-Def/EndRdx:50(46)
    Level 1: Quick Strike -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/EndRdx:50(13), C'ngImp-Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/Rchg:50(37), C'ngImp-Acc/Dmg:50(43)
    Level 2: Hoarfrost -- Dct'dW-Heal:50(A), Dct'dW-Heal/EndRdx:50(3), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(5), Dct'dW-Rchg:50(5)
    Level 4: Chilling Embrace -- CtlSpd-Acc/Slow:30(A), CtlSpd-Dmg/Slow:30(9), CtlSpd-Acc/EndRdx:30(13), CtlSpd-Rng/Slow:30(15)
    Level 6: Smashing Blow -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Acc/Dmg:50(7), C'ngImp-Dmg/EndRdx:50(7), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(17)
    Level 8: Wet Ice -- EndRdx-I:50(A)
    Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11)
    Level 12: Hurdle -- Jump-I:50(A)
    Level 14: Super Speed -- Run-I:50(A)
    Level 16: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(17), Mrcl-Rcvry+:40(21), Mrcl-Heal:40(43)
    Level 18: Glacial Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def/EndRdx/Rchg:50(21)
    Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(33), P'Shift-EndMod/Acc:50(34), P'Shift-End%:50(43)
    Level 22: Icicles -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(23), Erad-Acc/Dmg/EndRdx/Rchg:30(23), M'Strk-Dmg/EndRdx:50(33), M'Strk-Acc/Dmg/EndRdx:50(33)
    Level 24: Power Siphon -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(25), GSFC-ToHit/Rchg:50(25), GSFC-ToHit:50(37), GSFC-ToHit/Rchg/EndRdx:50(40), GSFC-Rchg/EndRdx:50(40)
    Level 26: Energy Absorption -- LkGmblr-Def/Rchg:50(A), LkGmblr-Def/EndRdx/Rchg:50(27), LkGmblr-Def:50(27), P'Shift-EndMod:50(29), P'Shift-EndMod/Rchg:50(29), P'Shift-EndMod/Acc/Rchg:50(34)
    Level 28: Boxing -- Acc-I:50(A)
    Level 30: Burst -- Sciroc-Acc/Dmg/EndRdx:50(A), Sciroc-Acc/Dmg:50(31), Sciroc-Dmg/EndRdx:50(31), Sciroc-Dmg/Rchg:50(31), Sciroc-Acc/Rchg:50(34)
    Level 32: Hibernate -- Heal-I:50(A)
    Level 35: Focused Burst -- Decim-Acc/Dmg/Rchg:40(A), Decim-Acc/Dmg:40(36), Decim-Dmg/EndRdx:40(36), Decim-Dmg/Rchg:40(36), Decim-Build%:40(37)
    Level 38: Concentrated Strike -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/EndRdx:50(40)
    Level 41: Tough -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:50(42), Aegis-ResDam/EndRdx/Rchg:50(42), Aegis-ResDam:50(42)
    Level 44: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(45), LkGmblr-Def:50(46), LkGmblr-Def/EndRdx/Rchg:50(46)
    Level 47: Taunt -- Mocking-Rchg:50(A), Mocking-Taunt/Rng:50(48), Mocking-Taunt:50(48), Mocking-Taunt/Rchg:50(48), Mocking-Taunt/Rchg/Rng:50(50), Mocking-Acc/Rchg:50(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(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:
    • 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)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 12.1% Defense(Fire)
    • 12.1% Defense(Cold)
    • 7.38% Defense(Energy)
    • 7.38% Defense(Negative)
    • 3% Defense(Psionic)
    • 7.38% Defense(Melee)
    • 7.06% Defense(Ranged)
    • 11.8% Defense(AoE)
    • 5.85% Max End
    • 57% Enhancement(Accuracy)
    • 63.8% Enhancement(RechargeTime)
    • 2% Enhancement(JumpHeight)
    • 2% Enhancement(FlySpeed)
    • 2% Enhancement(JumpSpeed)
    • 4% Enhancement(Heal)
    • 2% Enhancement(RunSpeed)
    • 15% FlySpeed
    • 210.8 HP (11.3%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 10.5%
    • MezResist(Sleep) 1.65%
    • MezResist(Terrorized) 2.2%
    • 7.5% (0.13 End/sec) Recovery
    • 62% (4.85 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 20% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  18. Hmm, this is the sort of thing I would do when faced with those requirements. I like Build Up and take it on all my tanks, but I took Whirling Hands instead, since I think having some AoE ability is more important, and it helps you get closer to the soft-cap for E/NE. I used Gift of the Ancients for the defense powers, but LotG or some other set would work just as well if you prefer those bonuses. When I19 hits and we all have three more power choices, I'd recommend getting Build Up, ResEl and Physical Perfection; none of which require extensive slotting. This build has 45.6 S/L, 43.7 E/NE, and 38.1% F/C defense.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(5)
    Level 1: Barrage -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Knock%:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(17)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal:50(7), Dct'dW-Rchg:50(9)
    Level 4: Bone Smasher -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(11), P'ngS'Fest-Acc/Dmg:30(13), P'ngS'Fest-Dmg/Rchg:30(46)
    Level 6: Hurdle -- Jump-I:50(A)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(19), RctvArm-ResDam:40(19)
    Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(37), Mocking-Taunt/Rchg/Rng:50(37), Mocking-Acc/Rchg:50(40), Mocking-Taunt/Rng:50(43), Mocking-Rchg:50(43)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(21)
    Level 14: Super Speed -- Run-I:50(A)
    Level 16: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(25), Mrcl-Heal:40(25), Mrcl-Rcvry+:40(27), Mrcl-Heal/EndRdx:40(40)
    Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(21), GftotA-Def:40(23), GftotA-Run+:40(23)
    Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(27), P'Shift-End%:50(29), EndMod-I:50(29)
    Level 22: Whirling Hands -- Erad-%Dam:30(A), Erad-Dmg/Rchg:30(31), Erad-Acc/Dmg/Rchg:30(31), Erad-Acc/Dmg/EndRdx/Rchg:30(31), Sciroc-Dmg/EndRdx:50(33), Sciroc-Acc/Dmg/EndRdx:50(46)
    Level 24: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:50(33), Aegis-ResDam:50(46), Aegis-ResDam/Rchg:50(48)
    Level 26: Tough Hide -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(33), GftotA-Def/EndRdx/Rchg:40(34), GftotA-Def:40(34)
    Level 28: Combat Jumping -- DefBuff-I:50(A), Ksmt-ToHit+:30(34), DefBuff-I:50(43)
    Level 30: Super Jump -- Jump-I:50(A)
    Level 32: Boxing -- Acc-I:50(A)
    Level 35: Energy Transfer -- P'ngFist-Acc/Dmg:25(A), P'ngFist-Acc/Dmg/Rchg:25(36), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(36), P'ngS'Fest-Acc/Dmg:30(36), P'ngS'Fest-Dmg/EndRdx:30(37), P'ngS'Fest-Dmg/Rchg:30(48)
    Level 38: Total Focus -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/EndRdx:50(40)
    Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(42)
    Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(45), GftotA-Def/EndRdx/Rchg:40(45), GftotA-Def:40(45)
    Level 47: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(48)
    Level 49: Laser Beam Eyes -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx/Rchg:50(50), Thundr-Acc/Dmg/Rchg:50(50), Thundr-Acc/Dmg/EndRdx: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:
    • 16.8% Defense(Smashing)
    • 16.8% Defense(Lethal)
    • 9.25% Defense(Fire)
    • 9.25% Defense(Cold)
    • 14.9% Defense(Energy)
    • 14.9% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.88% Defense(Melee)
    • 8.94% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 9% Max End
    • 17.5% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 14% Enhancement(Accuracy)
    • 5% FlySpeed
    • 189.7 HP (10.1%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 11%
    • MezResist(Sleep) 2.2%
    • MezResist(Terrorized) 2.2%
    • 10.5% (0.18 End/sec) Recovery
    • 38% (2.97 HP/sec) Regeneration
    • 8.76% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 17.5% RunSpeed

    Code:
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  19. Finduilas

    Ice and Why?

    Quote:
    Originally Posted by Flints View Post
    Ice Tanking isn't like invul in the sense you could just walk up to Recluse and start wailing on him, you have gaps in Ice, for one theres no Meele Def toggle in the set, so you'll have to push it to get S/L/M to capped, then you have to decide whether you want to cap without EA and use EA for acc/rech/end mods, or with full EA, and using EA for acc/def.
    There's no melee defense in Ice because it's a typed defense set, not positional. SR and Shields don't have S/L def either, but that's not a oversight; for 98% of the damage that a player can get, having both positional and typed defense are redundant. So IMO, an Ice tanker that "pushes" to get melee defense is wasting influence and slots; soft-capping S/L/E/NE defense is quite easy and unquestionably the way to go.

    Quote:
    There also seems to be a lot of energy damage in praet, so Ice looks good on paper but doesn't get defence against energy untill 30, so if Incarnate TFs are looking like praet is looking, Ice/ may be performing better there.
    Ice Armor gets its E/NE defense in Glacial Armor, which is available at level 18, not level 30. And IME, Ice is fine for soloing as well as grouping, especially once you hit 26 and have EA to help with any endurance problems.
  20. Finduilas

    Stuck at Loading

    You should run HiJack This! and post the results here or in the Tech forum. If you have a problem program running, it should show up in your HiJack This log and someone will be able to identify it for you.
  21. Finduilas

    Stuck at Loading

    Also, this particular problem is known to be caused by trying to play CoH with a Windows skinning program running, WindowBlinds, for example. If you are using something like that, be sure to disable it for CoH.
  22. You will, however, see WM builds posted pretty often, since it's much more popular than it was pre-buff.

    As a matter of fact, one of the Tanker Tuesday teams this week had three Mace tanks on it, including my Dark/Mace.

    PS: My general WM build advice is that you should take everything in Mace except Pulverize or Jawbreaker, but for WP I think I'd suggest taking JB over Pulverize. And definitely take Clobber and Crowd Control as soon as they're available.
  23. Quote:
    Originally Posted by Fista View Post
    Which is more important? Shieilds or passives? How many slots per power?
    Shields, definitely, if by that you mean the toggle powers. As a general rule, powers that require endurance to run are more effective than passive powers.

    For slotting, I suggest you take a look at this guide, which has lots of good information on when to take powers in Invul and how to slot them:

    http://boards.cityofheroes.com/showthread.php?t=133483

    Good luck with your tank!
  24. Quote:
    Originally Posted by Spiritchaser View Post
    Wrt lotgs, doh, sorry about that. That's what I get for trying to re-create something almost 2 years old in 15 minutes!

    3. The capacity to cap res would be worse than the capacity to stack def, since it is less vulnerable to debuffs, and to tohitbuff.

    4. There's not much room to increase available resistance (either the quality of the buffs, or the comonality of them) without running into the same capping issues that def has. There may be some tiny magical middle ground, but I doubt it. If the available sources are good enough for some sets, they're likely to be off for others. Either you're close enough to the asymptotic limit, or you're not. Either you're better than def, or you're not, and the case will be different for different sets.

    So, lets provide res something other than a shot at capping mitigation.
    I'm not going to dispute 1 or 2, though I'm ambivalent about def-capping rather than against it.

    Three and four need to be addressed, however.

    When you talk about being able to cap resistances being undesirable, you're going to have to be more specific. Several melee sets can already cap one or two resistance types, though sometimes Tough is required. Clearly, the devs do not consider that overpowered. So how much capped resistance *is* overpowered? 3 damage types? 4? All of them?

    This isn't a rhetorical question, because since you say in 4 that there's little room to improve resistance bonuses without running into "capping issues", you really need to define how many capped resistance types you consider to be too many. (And whether the devs agree is, of course, a whole 'nother question.)

    Because as Rylas and I have pointed out, even if resist bonuses were improved, it would be extremely difficult, if not impossible, for even resist sets to cap them all. As it is, simply saying that improving resist bonuses would be overpowered looks like hand-waving without specific examples of builds that can achieve capped levels of resistance to most or all damage types.
  25. Slotting for defense is a good idea, but what kind of defense are you aiming for? Given that FA starts with no defense, it's probably better to work toward a larger amount of a more common type (S/L or Melee, for example) than smaller amounts all around. Personally, I think aiming for S/L defense is the best choice, since it will help against a large percentage of attacks, and it generally takes fewer slots to get. And if you go with typed defense you won't have to worry about F/C defense, since you'll have capped Fire resists and Cold is such a rare damage type.

    A few other points:

    Your resist toggle slotting seems odd; why not go with 3 slots of Aegis or 4 slots of Reactive armor instead, since either will give you a defense bonus? (Though if you decide to go for typed defense, RA is a much better choice since you won't need F/C defense.)

    Take Rage at 28. Getting Tough two levels earlier is absolutely not worth putting off Rage for 4 levels. And with the recent changes Fiery Embrace is a really good power, so I'd take it much earlier than 49.

    Multi Strike is quite a good choice for Blazing Aura, since it has lots of accuracy and end reduction. If you decide to go with typed defense, another good choice is 3 or 4 slots of Eradication plus a couple of slots from another set for end reduction.

    I also think you'd get much more use out of, well, almost anything instead of Temp Protection. (You're capped to Fire without it, and the Cold resists are insignificant.) I think either Punch or Taunt would be a better choice. You can always move the Steadfast +Def to one of the resist toggles.

    IMO, Stamina is overslotted. I'd pull at least two slots and use them elsewhere. Consume could certainly use more slots, especially for recharge.

    Hope that helps.