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Quote:Hmm, those look like PvP resistance numbers to me. Are you sure it's set to PvE not PvP?Finduilas is right on here! The def numbers match up when I am in melee range of one baddie. But the dam res numbers are still way off from what Mid's says they should be.
Mids says: S/L 90%, E/N 54.6%, F/C 55.8%, Toxic 54.6%, Psi 70.5%
In Game says: S/L 90%, E/N 31.07%, F/C 32.33%, Tox 31.07%, Psi 0.00% -
I agree with all of Ray's points, and add a few more:
Chilling Embrace and Wet Ice are overslotted for end reduction. One end reduction IO is more than adequate for a moderate cost armor toggle.
A full set of Eradication is a very bad choice for Icicles since it's a high end-cost toggle and Eradication has very little end reduction. I recommend 3 or 4 slots from Eradication, including the quad, plus two slots from another set like Multi Strike or Scirocco's Dervish, heavy on the end reduction.
Weave has a higher base defense value and a much higher endurance cost than CJ, so pull one of the slots from CJ and add an LotG Def/End/Rchg to Weave.
IMO, you're taking the Fighting Pool much earlier than you need to. I'd push Boxing & Tough to the 20s or 30s, and take CJ and Smashing Blow early instead.
Repulsing Torrent is a high-mag KB cone, not a good choice for a tanker who wants foes around to feed EA. I'd drop it and get both Power Siphon and Focused Burst instead. I'd drop either Permafrost or Hasten to fit both in. If you drop PF, you can slot the Steadfast +Def in either Tough or Hoarfrost.
Without EA's defense and with CJ running, you're way above the soft-cap for S/L/E/NE. Save yourself some influence and aim for just 45% without EA. Touch of Death in particular is a poor choice for typed def since you can get the same S/L bonus at a fraction of the cost with 4 slots of Smashing Haymaker. The advantage of just aiming for 45% defense to S/L/E/NE without EA is that once you've accomplished that, you can slot for other kinds of bonuses, for instance, F/C def, recharge, regen, etc. -
There seems to be a problem with your video driver installation; CoH Helper should show a real date rather than 1/1/0001. So the first thing to try is to download the newest drivers you can find and install them. You may want to use a driver cleaner program first to make sure the corrupt drivers are completed removed.
But even if that problem is solved, I wouldn't expect great performance from that computer. The video card really isn't a card, it's an integrated chip from what I can tell, so you'll probably have to turn down some or many of the options to get it to run CoH at a decent frame rate. -
Quote:Unless you're a 60 month vet, you'd have to take a pre-req with Super Speed, mostly likely Hasten. Hasten would be useful since your attacks and DP would be up more often, but if you dropped CJ/SJ for Hasten/SS, you'd lose the 3.5% defense boost from CJ as it's slotted in the build I posted.Yes thanks that helps alot, and one other thing I could do is instead of getting Jumping I could get Speed. Are there any positive or negative effects with that?
So I wouldn't recommend it, unless you decide you don't care about being soft-capped, or there's something else you could drop to get CJ as well as Hasten/SS. -
You didn't mention what primary you have, but if it's Invulnerability, you'll only see the defense from Invinc when you're in melee range of at least one foe.
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It's on the Quick Reference card. Open it in the middle--you'll see openable "leaves" on both sides, and the serial code is on the lower left.
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Quote:ED is short for Enhancement Diversification. More info here:Oh thanks I didn't know that. But what does ED or Pre-ED mean?
http://paragonwiki.com/wiki/Enhancement_Diversification
To summarize, when I talk about the ED cut-off, that's the point at which enhancing a power further for that attribute is no longer worthwhile. You can do it, but some pretty draconian diminishing returns kick in.
Taking the example of Chain Induction, 97.29% is the actual damage enhancement value that is applied to power, and the pre-ED number is the enhancement value you would have gotten before ED's diminishing returns were applied.
Because of this, probably the best way to get additional damage to an attack is to add a damage proc. When you have one slotted, a certain percentage of the time additional damage will be applied above and beyond the normal damage of the attack, without ED's diminishing returns. For instance, you could replace the Force Feedback +Recharge in Thunder Strike with the Armageddon Chance for Fire Damage and 33% of the time 100 points of Fire Damage will be applied along with the normal damage. Using procs is especially effective in a PBAoE attack, since the chance for additional damage applies to every target. Lightning Rod would be another good place to put a damage proc if you can scare up another slot.
Hope that helps! -
As it's currently slotted, CI is over the ED cut-off for Damage. (Mouse over the power in Mid's and you'll see that the Damage number is in red.) So any damage increase you might get by slotting higher level IOs will be completely trivial.
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Quote:If you do, you'll fall below the soft-cap for E/NE. Unless there's a must-have bonus from the Hecatombs, I wouldn't recommend it.That looks good, one thing I might do is replace the Pulverizing Fistcuff and Pounding Slugfest in Chain Induction with Hectacomb. And does it make a big difference that alot of these IO's are lvl 25-40 instead of 50?
Slotting lower level enhancements is a trade-off. It means that the enhancement values will be lower, but you'll keep the bonuses to lower levels if you exempt. Sometimes having lower enhancement values won't make a difference, for instance, slotting 4 level 35 LotGs in Invinc and Weave will still keep you at the ED cut-off, but replacing the EndMod IOs in Stamina with level 35s will yield 2% less recovery than if it's slotted with 50s. You really have to decide on a case-by-case basis whether or not the greater enhancement values or bonuses are more important. -
Quote:The four slots in Boxing are there to get the Kinetic Combat bonus. If you're not going to use Boxing as an attack, you can move the fifth slot somewhere else. My suggestions were to add a Kismet +Acc to either CJ or Tough Hide, OR use the slot to add some additional recharge to Build Up. It's really your call.Okay, so your saying keep 4 slots in boxing and use the 5th for build up tough hide CJ? And there are no purple IO's. Money isnt really an issue if they would make the build better to add some?
As for purples, if you want to stay at the soft-cap for S/L/E/NE/F/C, you won't be able to replace any of the sets that provide defense bonuses, which limits your options. But you could put purples in some of your powers, if you're not replacing more desirable bonuses. IMO, one thing you definitely should consider is slotting a LotG set in both Invinc and Weave. (Def/End, Def/End/Rchg, Def, +Recharge) But of course if you prefer the current bonuses, leave it as it is.
Here's what I would do with that build if you have money to spend. I suppose if you *really* want to spend money you could go for a PvP IO like the Gladiator's Armor +3 Defense, (2 billion + currently) but I have trouble convincing myself it's worth the influence when you can achieve the same goal for far less.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Faradic Charge: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Electrical Melee
Power Pool: Leaping
Power Pool: Fitness
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:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(5)
Level 1: Charged Brawl -- KntkC'bat-Knock%:35(A), KntkC'bat-Acc/Dmg:35(11), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:50(13)
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:50(39), Dct'dW-Rchg:50(48)
Level 4: Jacobs Ladder -- M'Strk-Acc/Dmg/EndRdx:50(A), Erad-Dmg/Rchg:30(9), Erad-Acc/Dmg/Rchg:30(15), Erad-Dmg:30(29), Erad-Acc/Dmg/EndRdx/Rchg:30(31)
Level 6: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(9)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(21), RctvArm-ResDam:40(23)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(15), Mocking-Taunt/Rchg/Rng:50(17), Mocking-Acc/Rchg:50(17), Mocking-Taunt/Rng:50(19), Mocking-Rchg:50(19)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(39), Heal-I:50(39)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(23), LkGmblr-Def:50(29), LkGmblr-Rchg+:50(31)
Level 20: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(31), P'Shift-End%:50(40)
Level 22: Thunder Strike -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(27), Erad-Dmg:30(40), Erad-Dmg/Rchg:30(43), FrcFbk-Rechg%:50(43), M'Strk-Acc/Dmg/EndRdx:50(43)
Level 24: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Knock%:35(25), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(27)
Level 26: Tough Hide -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(33), LkGmblr-Def/EndRdx:50(33), Ksmt-ToHit+:30(40)
Level 28: Resist Physical Damage -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam/Rchg:50(37)
Level 30: Chain Induction -- P'ngFist-Acc/Dmg:25(A), P'ngFist-Acc/Dmg/Rchg:25(33), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(34), P'ngS'Fest-Acc/Dmg:30(34), P'ngS'Fest-Dmg/EndRdx:30(34), P'ngS'Fest-Dmg/Rchg:30(37)
Level 32: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(36), Aegis-ResDam/Rchg:50(45), Aegis-ResDam/EndRdx/Rchg:50(46), Aegis-EndRdx/Rchg:50(50)
Level 35: Resist Energies -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(36), Aegis-ResDam/Rchg:50(36)
Level 38: Lightning Rod -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(42), Erad-Acc/Dmg/EndRdx/Rchg:30(42), Erad-Acc/Dmg/Rchg:30(46), M'Strk-Acc/Dmg/EndRdx:50(46)
Level 41: Weave -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/EndRdx/Rchg:40(42), LkGmblr-Def:40(45), LkGmblr-Rchg+:40(45)
Level 44: Conserve Power -- RechRdx-I:50(A)
Level 47: Physical Perfection -- Efficacy-EndMod/Acc:50(A), Efficacy-EndMod/EndRdx:50(48), Efficacy-EndMod:50(48)
Level 49: Build Up -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit/Rchg:20(50), RechRdx-I:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
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Set Bonus Totals:- 17.4% Defense(Smashing)
- 17.4% Defense(Lethal)
- 17.1% Defense(Fire)
- 17.1% Defense(Cold)
- 17.4% Defense(Energy)
- 17.4% Defense(Negative)
- 3% Defense(Psionic)
- 10.2% Defense(Melee)
- 10.2% Defense(Ranged)
- 12.4% Defense(AoE)
- 7.2% Max End
- 4% Enhancement(Heal)
- 42.5% Enhancement(RechargeTime)
- 18% Enhancement(Accuracy)
- 5% FlySpeed
- 267.1 HP (14.3%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 7.7%
- MezResist(Sleep) 2.2%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 1.5% (0.03 End/sec) Recovery
- 60% (4.69 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 20% RunSpeed
- 2.5% XPDebtProtection
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Good build; it would work fine as is. A few options you might consider:
Since you're not taking Hasten, you might want to build in a little more recharge. One easy way to do that is to replace the Perfect Zinger in Taunt with a sixth Mocking Beratement for a 7.5% recharge bonus.
Instead of Serendipity, use another GotA set or Lotg in Weave. Lotg would be an especially good pick if you can afford the +Recharge IO.
Unless you're planning to use it at lot--and I certainly wouldn't--I think there's a better use for the fifth slot in Boxing. For instance, you could put a recharge in Build Up so you have it more often, or use it to add a Kismet +Acc to CJ or Tough Hide.
I'd also use a Multi Strike Acc/Dam/End in Thunderstrike and Lightning Rod instead of a Acc/End so you hit the ED cut-off for Damage.
Otherwise, looks good! -
Quote:Here's the sort of thing I'd do with your build; it's soft-capped for S/L and very close to it for E/NE:Thanks for all the input. Anyone care to post a contrasting build that I can study? Much appreciate it!
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Evolution: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Pyre 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(15)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(31), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
Level 2: Dull Pain -- Numna-Heal/Rchg:50(A), Numna-EndRdx/Rchg:50(5), Numna-Heal/EndRdx/Rchg:50(5), Numna-Heal:50(9), Mrcl-Heal/Rchg:40(36)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(31), Mako-Acc/Dmg/EndRdx/Rchg:50(34)
Level 6: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(36), Mako-Acc/Dmg/EndRdx/Rchg:35(43)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam:40(19)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(11), Mocking-Taunt/Rchg/Rng:50(17), Mocking-Acc/Rchg:50(31), Mocking-Taunt/Rng:50(37)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Fly -- Flight-I:50(A)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(19), Mrcl-Rcvry+:40(33), Mrcl-Heal:40(40), RgnTis-Regen+:30(48)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(25), LkGmblr-Def:50(25), LkGmblr-Rchg+:50(45)
Level 20: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(21), Efficacy-EndMod/Acc:50(21), Efficacy-EndMod/EndRdx:50(29)
Level 22: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(23), C'ngImp-Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/Rchg:50(34), BasGaze-Acc/Rchg:30(36), BasGaze-Acc/EndRdx/Rchg/Hold:30(37)
Level 24: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx:50(27), LkGmblr-Def/Rchg:50(33)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(29)
Level 30: Kick -- Acc-I:50(A)
Level 32: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam:40(34), RctvArm-ResDam/EndRdx/Rchg:40(37)
Level 35: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Def:50(40), LkGmblr-Rchg+:50(40)
Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), Erad-%Dam:30(42), Sciroc-Dmg/EndRdx:50(43), Sciroc-Acc/Dmg/EndRdx:50(43)
Level 41: Char -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(46)
Level 44: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(46), Thundr-Acc/Dmg/EndRdx:50(46)
Level 47: Fire Ball -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(50)
Level 49: Resist Energies -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(50), Aegis-ResDam:50(50)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 2: Ninja Run
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Set Bonus Totals:- 20.5% Defense(Smashing)
- 20.5% Defense(Lethal)
- 9.25% Defense(Fire)
- 9.25% Defense(Cold)
- 17.4% Defense(Energy)
- 17.4% Defense(Negative)
- 3% Defense(Psionic)
- 11.8% Defense(Melee)
- 10.2% Defense(Ranged)
- 6.13% Defense(AoE)
- 3.6% Max End
- 6% Enhancement(Heal)
- 22.5% Enhancement(RechargeTime)
- 63% Enhancement(Accuracy)
- 267.1 HP (14.3%) HitPoints
- MezResist(Held) 2.75%
- MezResist(Immobilize) 13.8%
- 12% (0.2 End/sec) Recovery
- 74% (5.79 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 5% RunSpeed
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IMO, the first one is a lot better, but they both need work. Personally, I'm not a fan of perma-DP, I find it as useful for the big heal as for the HP, and you really need to be able to use it tactically as a heal. And I think you'll find with high defense you won't need to use DP all that often.
As for the first build:
The fifth RA slot in TI, UY, and Tough are just giving you 3 .63% F/C bonuses. If you were to add two of those slots to RPD and three-slot Aegis, you'd get a lot more bang for the buck. (1.88 vs 3.13 F/C defense)
Similarly, Tough Hide provides as much defense as Weave, and slotting it to the ED cap would be more worthwhile than 6-slotting Invinc and Weave for the E/NE bonus. (2.1 defense to all vs. 2.5 E/NE defense)
Some of the sets you've chosen (ToD, Oblit, Numina) primarily give positional defense instead of typed defense. There are better choices.
Also, all the attacks slotted with Kinetic Combat are underslotted for accuracy and damage and need another slot.
The Psi resist IO in RPD is not very useful since you have no other source of Psi resistance. I'd drop it for something else.
The Numina unique is wasted in Dull Pain, it will only be active 2 minutes after DP is clicked. I'd suggest putting it in Health instead, and finding another way to get E/NE defense.
I'm not sure why you'd spend the money for a HamiO in Kick if you're not going to use it much. I'd leave it empty or slot a common accuracy IO.
And by the way, unless you're a 60 month vet, you won't be able to take SJ without CJ. Personally, I'd drop Hurl or LBE and take CJ, (it gives a nice amount of defense) but you could also drop SJ or Hasten if you prefer.
Lastly, Focused Accuracy is a very expensive power, end-wise, and you can replace most of its advantages with a couple of IOs. (Rectified Reticle +Percep, Kismet +Acc) So I'd drop it for CP and move the Gaussian's set to Rage--which, BTW is currently not "perma" unless Hasten is running.
Here's what I would do with your build. The LotG sets are very expensive, especially with the +Recharge IOs, but you can always skip the +Recharges or use another defense set altogether, like Gift of the Ancients.
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: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/Rchg:30(3), RctvArm-ResDam:30(3), RctvArm-ResDam/EndRdx/Rchg:30(5)
Level 1: Jab -- 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(13)
Level 2: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(11), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(29), Dct'dW-Heal/Rchg:50(31), Dct'dW-Heal:50(31), Dct'dW-Rchg:50(31)
Level 6: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(21), Mako-Dam%:50(23)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/Rchg:30(9), RctvArm-ResDam:30(9), RctvArm-ResDam/EndRdx/Rchg:30(11)
Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36)
Level 12: Swift -- Run-I:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Health -- RgnTis-Regen+:30(A), Numna-Regen/Rcvry+:50(34), Numna-Heal:50(36), Heal-I:50(37)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Def:50(19), LkGmblr-Rchg+:50(21)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(23), EndMod-I:50(46)
Level 22: Knockout Blow -- P'ngFist-Acc/Dmg:25(A), P'ngFist-Acc/Dmg/Rchg:25(25), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(25), P'ngS'Fest-Acc/Dmg:30(27), P'ngS'Fest-Dmg/EndRdx:30(27), P'ngS'Fest-Dmg/Rchg:30(29)
Level 24: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam/Rchg:50(37), Aegis-ResDam:50(40)
Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(34), LkGmblr-Def:50(34)
Level 28: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(42), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-Rchg/EndRdx:50(42), GSFC-ToHit/EndRdx:50(43), GSFC-Build%:50(43)
Level 30: Kick -- 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(33)
Level 35: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(36), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Def:50(39)
Level 38: Foot Stomp -- Erad-%Dam:30(A), Erad-Acc/Dmg/Rchg:30(39), Erad-Dmg/Rchg:30(40), Erad-Acc/Dmg/EndRdx/Rchg:30(40), Sciroc-Dmg/EndRdx:50(43), Sciroc-Acc/Dmg/EndRdx:50(45)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(45)
Level 44: Physical Perfection -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(45), P'Shift-End%:50(46), P'Shift-EndMod/Acc:50(46)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(48), Thundr-Dmg/Rchg:50(48), Thundr-Acc/Dmg/Rchg:50(48), Thundr-Acc/Dmg/EndRdx:50(50), Thundr-Dmg/EndRdx/Rchg:50(50)
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 1: 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)
- 17.4% Defense(Smashing)
- 17.4% Defense(Lethal)
- 7.38% Defense(Fire)
- 7.38% Defense(Cold)
- 17.4% Defense(Energy)
- 17.4% Defense(Negative)
- 3% Defense(Psionic)
- 12.1% Defense(Melee)
- 13.9% Defense(Ranged)
- 7.06% Defense(AoE)
- 1.8% Max End
- 35% Enhancement(RechargeTime)
- 25% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 19% FlySpeed
- 217.9 HP (11.6%) HitPoints
- 19% JumpHeight
- 19% JumpSpeed
- MezResist(Immobilize) 11%
- MezResist(Sleep) 2.2%
- MezResist(Terrorized) 2.2%
- 7% (0.12 End/sec) Recovery
- 70% (5.48 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 24% RunSpeed
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I'll echo what some of the others have said:
You've sacrificed E/NE defense for F/C; considering the relative rarity of F/C, that's a bad bargain. I'd recommend slotting Reactive Armor in TI and Tough as well as UY, Eradication in Foot Stomp, and Thunderstrike/Basilisk's Gaze in Char. If you're able to hit the soft-cap for S/L/E/NE, then you can think about using Aegis in RPD and ResEn; but it should be a low priority compared to other bonuses.
"Hover-tanking" just isn't compatible with Foot Stomp. If you want to stick with Fly (I like it a lot, too) get Air Sup instead.
Your power order is less than desirable. The resistance passives can easily be delayed until the 20s or beyond, but Invinc, KoB and Rage should be taken when they're available. (well, 22 for KoB if you get Stamina at 20) Tough Hide should be taken by level 30.
I'd also add that all your defense powers are way underslotted. You should try to hit, or get close to the ED cut-off for defense in Invinc, Weave and Tough Hide. Just fully slotting those three will give you an additional 2.5% defense to all but Psi, more than some defense bonuses. The toggles, especially Weave, also need some end reduction. If you keep Hover, note that its base defense value is lower than the other three, so it's the one to short slot if you have to.
You'll hit the resist cap for S/L with TI, UY, Tough and RPD, so if you're going to underslot one of the passives, RPD is a better choice than ResEn.
Jab and Haymaker are underslotted for accuracy and damage. I'd add another slot to each. -
You can get +perception from the Rectified Reticule +percep IO and ToHit from the Kismet +Acc, so the only thing it has that you can't get elsewhere is the debuff resistance. IMO, that just isn't enough to make it worth the ridiculous end cost to run it; as you have it slotted, it's costing you .55 EPS, more than an unslotted damage toggle. That, on top of the two attacks slotted with Obliteration could very well lead to endurance problems if you run FA very often.
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Argh...long post got eaten by the forum monster. I'll sum up.
First of all, there will ALWAYS be those who criticize the AT you choose, the powers you choose, the slotting you choose, etc. There are plenty of us who enjoy playing tankers over other ATs and I don't think that's going to change, no matter what the doomsayers claim. I also think there will always be teams who want a tanker on their team, or just a player that's fun to have along and wants to contribute.
So play what you like, and hell to the naysayers!
Secondly, regarding your travel power, the most common suggestion to players looking for a little more defense and mobility is to take CJ/SJ because CJ has some defense, and a lot less of an impact on your play style than Hover. However, I'm also a big Fly fan, take it on most of my tankers, but I get Air Sup instead. The build you posted is already soft-capped without Hover, so Air Sup could be a good choice for you, especially since you skipped the T2 and T3 attacks in KM.
See below, I've replaced Hover with Air Sup and tweaked some of your other slotting. (For instance, Shield Defense does not need additional KB protection, so that Steadfast -KB wasn't doing anything for you.) I've moved Air Sup/Fly up in the build and Hasten back a little. If you prefer to have Hasten earlier, you could always switch it with Fly.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Kinetic Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(7), LkGmblr-Def/EndRdx:50(7), LkGmblr-Def/EndRdx/Rchg:50(9), ResDam-I:50(9), ResDam-I:50(11)
Level 1: Quick Strike -- Mako-Acc/Dmg:50(A), Mako-Dam%:50(17), Mako-Dmg/EndRdx:50(19), Mako-Dmg/Rchg:50(19), Mako-Acc/EndRdx/Rchg:50(34), Mako-Acc/Dmg/EndRdx/Rchg:50(34)
Level 2: True Grit -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(3), Numna-Heal/Rchg:50(3), ResDam-I:50(11), ResDam-I:50(17), S'fstPrt-ResDam/Def+:30(33)
Level 4: Battle Agility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(5), LkGmblr-Def/EndRdx:50(5), LkGmblr-Def/EndRdx/Rchg:50(37)
Level 6: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 8: Air Superiority -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(13), C'ngImp-Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(42), C'ngImp-Acc/Dmg/Rchg:50(48)
Level 10: Against All Odds -- EndRdx-I:50(A)
Level 12: Swift -- Run-I:50(A)
Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15), Zephyr-ResKB:50(15)
Level 16: Taunt -- Zinger-Taunt/Rng:50(A)
Level 18: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(34), Mrcl-Heal:40(46), Mrcl-Rcvry+:40(46)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-End%:50(42)
Level 22: Power Siphon -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(23), GSFC-ToHit/Rchg/EndRdx:50(23), GSFC-Rchg/EndRdx:50(25), GSFC-ToHit/EndRdx:50(25), GSFC-Build%:50(31)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(37), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-%Dam:50(50)
Level 28: Burst -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(29), Armgdn-Acc/Dmg/Rchg:50(29), Armgdn-Acc/Rchg:50(43), Armgdn-Dmg/EndRdx:50(46)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 32: One with the Shield -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(33), Numna-Heal/Rchg:50(33), TtmC'tng-ResDam:50(40), TtmC'tng-ResDam/EndRdx:50(40), TtmC'tng-ResDam/EndRdx/Rchg:50(43)
Level 35: Focused Burst -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(36), Apoc-Acc/Dmg/Rchg:50(36), Apoc-Acc/Rchg:50(36), Apoc-Dmg/EndRdx:50(37)
Level 38: Concentrated Strike -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(39), Hectmb-Acc/Dmg/Rchg:50(39), Hectmb-Acc/Rchg:50(39), Hectmb-Dmg/EndRdx:50(40)
Level 41: Boxing -- Acc-I:50(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-EndRdx/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(48)
Level 47: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Def:50(50), LkGmblr-Rchg+:50(50)
Level 49: Grant Cover -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 2: Ninja Run
------------
Set Bonus Totals:- 12.5% DamageBuff(Smashing)
- 12.5% DamageBuff(Lethal)
- 12.5% DamageBuff(Fire)
- 12.5% DamageBuff(Cold)
- 12.5% DamageBuff(Energy)
- 12.5% DamageBuff(Negative)
- 12.5% DamageBuff(Toxic)
- 12.5% DamageBuff(Psionic)
- 7.38% Defense(Smashing)
- 7.38% Defense(Lethal)
- 5.81% Defense(Fire)
- 5.81% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 9.88% Defense(Melee)
- 11.1% Defense(Ranged)
- 8.63% Defense(AoE)
- 73% Enhancement(Accuracy)
- 77.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 337.3 HP (18%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 3.3%
- MezResist(Immobilize) 6.6%
- MezResist(Sleep) 2.2%
- MezResist(Stun) 2.2%
- 15.5% (0.26 End/sec) Recovery
- 82% (6.42 HP/sec) Regeneration
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 10% RunSpeed
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I take it that influence is no object? Just want to make sure you understand that this is a multi-billion influence build; I haven't priced PvP IOs recently, but my ballpark guess is about 10-20 billion.
IMO, your current build is expensive but not terribly effective. The best way to add durability to a Invul tank is to build for the defense soft-cap for S/L/E/NE as a primary goal and HP/regen/recharge as a secondary goal. There's not a heck of a lot you can do to increase damage if you've got a decent attack chain, sufficient recharge, and your attacks properly slotted, though procs will help a little.
As others have mentioned, Temp Invul is a must, and RPD can be delayed until later in the build. Similarly, the Fighting pool is very useful, but can be (and should be, IMO) delayed until at least the twenties. Invinc is a key power and should be taken when it's available at 18.
One thing that's immediately apparent is that some of your key powers like TI, Unyielding, Tough and Tough Hide, are very underslotted for resistance/defense, and some of the toggles are underslotted for end reduction.
Your attacks are rather spottily slotted, too. In general, I recommend "aiming for the red" for damage, (in other words, hitting the ED cut-off) and getting at least 40% enhancement for accuracy, end reduction, and recharge.
The Miracle +Recovery is wasted in DP, it will only be active for 2 minutes after DP is clicked. Put it in Health instead, and 5 slot DP with Doctored Wounds or another high-recharge Heal set.
The Shield Wall +3% resistance is not a good use of influence, IMO. You'll be able to hard-cap S/L resists without it, and it won't help your other resist numbers enough to make it worth what you'll have to pay for it.
I also think that Focused Accuracy is a wasted pick; it's a huge end hog, and you can get nearly the same ToHit bonus by slotting a Kismet +Acc in one of your defense powers. Instead, I'd consider picking up Taunt, CJ or Hasten; any of them would do more for you than FA.
Slotting a PF Acc/Rchg has absolutely no benefit in an auto power like Physical Perfection. If you must slot 5 for the bonus, use all the End Mod IOs. However, I think those slots could be put to a better use.
Just by properly slotting your Defense powers you'll get closer to the soft-cap, but if you want to soft-cap, you'll have to slot for some S/L/E/NE defense bonuses. Some sets to look at in that regard are: Reactive Armor, Kinetic Combat, Smashing Haymaker, Eradication, Mocking Beratement etc.
Here's the sort of thing that I would do with your build. If you want a travel power, one alternative is to drop ResEl (the least useful Invul passive) and one other power. I'm not familiar enough with KM to make a suggestion on what you might skip there, but often tanks will skip the tier 2 attack.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Kinetic Brieze: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Kinetic Melee
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam:40(36)
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(36)
Level 2: Body Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(17), Mako-Acc/Dmg/EndRdx/Rchg:30(36)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(5), Dct'dW-Rchg:50(34), Dct'dW-Heal:50(34)
Level 6: Smashing Blow -- P'ngS'Fest-Acc/Dmg:30(A), P'ngS'Fest-Dmg/EndRdx:30(7), P'ngS'Fest-Dmg/Rchg:30(9), P'ngFist-Acc/Dmg:25(17), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(37), P'ngFist-Acc/Dmg/Rchg:25(42)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam:40(37)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(11), Mocking-Taunt/Rchg/Rng:50(13), Mocking-Acc/Rchg:50(33)
Level 12: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:40(13), ResDam-I:40(46)
Level 14: Swift -- Run-I:50(A)
Level 16: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(25), Numna-Regen/Rcvry+:50(37), Mrcl-Rcvry+:40(48)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Def:50(19), LkGmblr-Rchg+:50(25)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-End%:50(21)
Level 22: Power Siphon -- Rec'dRet-ToHit:20(A), Rec'dRet-Pcptn:20(23), RechRdx-I:50(23), RechRdx-I:50(33)
Level 24: Boxing -- Acc-I:50(A)
Level 26: Tough Hide -- LkGmblr-Def:40(A), LkGmblr-Rchg+:50(27), LkGmblr-Def/EndRdx:50(27), Ksmt-ToHit+:30(46)
Level 28: Burst -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(29), Erad-Acc/Dmg/EndRdx/Rchg:30(29), Erad-Dmg:30(31), M'Strk-Acc/Dmg/EndRdx:50(33)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam:40(50)
Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Rchg+:50(46)
Level 35: Focused Burst -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(43), Dev'n-Acc/Dmg/Rchg:50(43), Dev'n-Acc/Dmg/EndRdx/Rchg:50(43)
Level 38: Concentrated Strike -- Mako-Dam%:50(A), Mako-Acc/Dmg:50(39), Mako-Dmg/EndRdx:50(39), Mako-Acc/EndRdx/Rchg:50(39), Mako-Acc/Dmg/EndRdx/Rchg:50(40), Mako-Dmg/Rchg:50(40)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- Heal-I:50(A), P'Shift-EndMod:50(45), P'Shift-EndMod/Rchg:50(45), P'Shift-End%:50(45)
Level 47: Resist Elements -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(48), Aegis-ResDam:50(48)
Level 49: Resist Energies -- 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 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)
- 21.6% Defense(Smashing)
- 21.6% Defense(Lethal)
- 12.3% Defense(Fire)
- 12.3% Defense(Cold)
- 19.8% Defense(Energy)
- 19.8% Defense(Negative)
- 6% Defense(Psionic)
- 13.8% Defense(Melee)
- 15.7% Defense(Ranged)
- 9.13% Defense(AoE)
- 3.6% Max End
- 4% Enhancement(Heal)
- 27.5% Enhancement(RechargeTime)
- 18% Enhancement(Accuracy)
- 10% FlySpeed
- 295.2 HP (15.8%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 6.05%
- MezResist(Immobilize) 12.1%
- MezResist(Sleep) 2.2%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 2% (0.03 End/sec) Recovery
- 62% (4.85 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 20% RunSpeed
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Tough does have its benefits for an Ice tanker, and probably the biggest one is that it opens the door to Weave, and cheap soft-capping. However, you *can* soft-cap without Weave if you're willing to make the investment in set bonuses, and Ice has a couple of other places to put the Steadfast +Def without Tough; both Hoarfrost and Permafrost will take it. (It annoys the heck outta me that SR *has* to take Tough to use the Steadfast unique, there's no power in SR that takes resistance IOs.)
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Urk, no Shield Charge?!? Even with the changes to it, you've gotta have Shield Charge. Consider dropping SS or Grant Cover to get it if you're set on taking Physical Perfection.
Lots of other issues with this build, too. From the top:
There's no way you need 90% end reduction in a standard armor toggle; those HamiO's are a waste of influence, IMO. Move the Steadfast +Def to True Grit, then add a LotG Def/End/Rchg and 2 level 50 common resist IOs instead.
Battle Agility is ridiculously over slotted. Drop the Karma -KB (SD doesn't need additional KB protection) and all the Cytoskeletons and go with LotG +Recharge, Def, Def/End, Def/End/Rchg. That will leave 2 slots to use elsewhere.
The HamiO's in True Grit are completely wasted; it's a auto power and doesn't need end reduction! You will literally get more use out of 2 common resist IOs than the HamiOs.
The fourth Hami in Active Defense just gets you from 85% to 90% def debuff resistance. That's fine if you have extra slots, but you might consider pulling one slot if you need it elsewhere.
Weave is extremely underslotted; just slotting it to the ED cap may eliminate the need for some bonuses. So take the two extra slots from BA and move them there.
You should take Against All Odds much sooner; certainly before level 20.
Stamina doesn't need accuracy, so that PF End Mod/Acc is pointless. Replace it with a PF End Mod if you want the set bonus.
IMO, Focused Accuracy isn't worth getting anymore, now that you can get the almost the same amount of ToHit bonus at no end cost in an IO. I'd pick up CP instead and leave it at a single slot.
Here's your build with Shield Charge and the other recommended changes:
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: War Mace
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(3), LkGmblr-Def/EndRdx:50(3), LkGmblr-Def/EndRdx/Rchg:50(15), ResDam-I:50(15), ResDam-I:50(34)
Level 1: Bash -- Hectmb-Dam%:50(A), Hectmb-Acc/Dmg/Rchg:50(7), Hectmb-Acc/Rchg:50(17), Hectmb-Dmg/EndRdx:50(31), Hectmb-Dmg/Rchg:50(33)
Level 2: Battle Agility -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(11), LkGmblr-Def/EndRdx/Rchg:50(23), LkGmblr-Def:50(29)
Level 4: Jawbreaker -- Mako-Dam%:50(A), Mako-Dmg/EndRdx:50(5), Mako-Acc/EndRdx/Rchg:50(5), Mako-Dmg/Rchg:50(11), Mako-Acc/Dmg/EndRdx/Rchg:50(13), Mako-Acc/Dmg:50(17)
Level 6: True Grit -- ResDam-I:50(A), ResDam-I:50(7), S'fstPrt-ResDam/Def+:30(9), Numna-Heal/EndRdx:50(9), Numna-Heal:50(19), Numna-Heal/Rchg:50(34)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(21)
Level 10: Taunt -- Zinger-Dam%:50(A)
Level 12: Active Defense -- HO:Membr(A), HO:Cyto(13), HO:Membr(19)
Level 14: Against All Odds -- EndRdx-I:50(A)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(21), Mrcl-Heal:40(25), Mrcl-Heal/EndRdx:40(25), Numna-Regen/Rcvry+:50(36), Numna-Heal:50(36)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(27), EndMod-I:50(37)
Level 22: Clobber -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(23), Mako-Dmg/Rchg:50(36), Mako-Acc/EndRdx/Rchg:50(37), Mako-Acc/Dmg/EndRdx/Rchg:50(40), Mako-Dam%:50(43)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(42)
Level 28: Whirling Mace -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(29), Sciroc-Dmg/Rchg:50(31), Sciroc-Acc/Rchg:50(31), Sciroc-Acc/Dmg/EndRdx:50(33)
Level 30: Boxing -- Dmg-I:50(A)
Level 32: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-Psi/Status:50(45), Aegis-ResDam/Rchg:50(50), Aegis-ResDam/EndRdx/Rchg:50(50), Aegis-ResDam:50(50)
Level 35: Shatter -- Oblit-%Dam:50(A), Oblit-Dmg:50(37), Oblit-Acc/Dmg/EndRdx/Rchg:50(42), Oblit-Acc/Dmg/Rchg:50(42), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Rchg:50(43)
Level 38: Crowd Control -- Armgdn-Dam%:50(A), Armgdn-Acc/Rchg:50(39), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Dmg/EndRdx:50(39), Armgdn-Dmg:50(40)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(45), Mrcl-Heal/Rchg:40(45), P'Shift-End%:50(46), P'Shift-EndMod:50(46), P'Shift-EndMod/Acc:50(46)
Level 47: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Def:50(48), LkGmblr-Rchg+:50(48)
Level 49: Grant Cover -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Dmg-I:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 6: Ninja Run
------------
Set Bonus Totals:- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 6.75% Defense(Smashing)
- 6.75% Defense(Lethal)
- 9.25% Defense(Fire)
- 9.25% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 10.5% Defense(Melee)
- 10.5% Defense(Ranged)
- 10.8% Defense(AoE)
- 75% Enhancement(Accuracy)
- 67.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 260 HP (13.9%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 6.6%
- MezResist(Immobilize) 6.6%
- MezResist(Stun) 4.4%
- 13% (0.22 End/sec) Recovery
- 64% (5.01 HP/sec) Regeneration
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 3.13% Resistance(Negative)
- 3% Resistance(Psionic)
- 15% RunSpeed
- 2.5% XPDebtProtection
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Quote:I'm not sure what "fractional differences" you're referring to; just the switch to the Mako's quad (which doesn't affect anything else in the build, BTW) will increase the accuracy enhancement in your ST attacks from 23% to 42%, and all you lose is 2% of end reduction and 2% recharge. Nearly doubling the accuracy enhancement is hardly a fractional difference, IMO.I agree that some things can be moved, but by the same token you argue against fractional differences but then give one as an example. I am interested in larger changes - I'd ideally like to be at the soft cap on all defences and still retain good recharge/accuracy/basics for fighting.
Quote:My concern on my first build is now endurance, because Obliteration gives very little reduction, and running Manouvers is something I'd like to avoid if I can find an appropriate replacement. -
Quote:IMO, it's always the best practice to have your attacks enhanced adequately on their own, without relying on set bonuses. And in this case, what exactly are you getting with the CI Dam/End/Rchg that you wouldn't get with a Mako's Acc/Dam/End/Rchg? A fraction of a second more recharge? Somehow, I don't think having Clobber recharge in 8.1 seconds instead of 8.2 seconds is going to make that much difference. But having your ST attacks underslotted for accuracy certainly will make a difference in some circumstances.That is a good point. I don't like exemping down at all but I would probably rather have build2 for that rather than do things unnecessary for build1.
I like getting rid of manouvers, however I still want to be soft capped and keep the good recharge/accuracy bonuses. Unfortunately something in there seems like it has to go away...
Rather than going for the highest bonuses possible, have you thought about how much is *enough* in terms of recharge and accuracy? In the build I posted, CC recharges in 5 1/2 seconds; how much faster do you really need it to recharge given how many other attacks you have to use?
But if you really, really want lots of recharge and accuracy, there are better ways to get it rather building around those bonuses. For instance, you could drop SJ or Build Up for Hasten, or slot a Kismet +Acc in one of your defense powers for a 6% ToHit bonus. -
I went a slightly different direction with your build. I dropped Maneuvers all together because I think the return is too small at tank values for the endurance commitment, and replaced it with Jawbreaker. This has two benefits; you'll have a better ST attack chain and it will give you someplace to put another KC set which allows you to get rid of two of the Oblit sets and reduce your end consumption. This build is soft-capped to S/L/E/NE and very close to it for F/C.
A couple of other changes:
I dropped the PvP 3% resistance IO, IMO it's just not worth the money you'd have to pay for it. Unlike defense when you're near the soft-cap, an additional 3% resistance won't make a huge difference in survivability.
I changed the slotting of the KC sets a bit; in your original build they were underslotted for accuracy.
I also added slots to Bash, RttC and QR.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(3), Numna-Heal/Rchg:50(3), Aegis-ResDam/EndRdx:50(5), Aegis-ResDam/Rchg:50(5), Aegis-ResDam:50(33)
Level 1: Bash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(23), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(37), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
Level 2: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(33), Numna-Regen/Rcvry+:50(34), Heal-I:50(34)
Level 4: Jawbreaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:30(9), KntkC'bat-Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
Level 6: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(7)
Level 8: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(11), Numna-Heal/EndRdx/Rchg:50(11), Numna-Heal/Rchg:50(13)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(13), Mocking-Taunt/Rchg/Rng:50(15), Mocking-Acc/Rchg:50(15), Mocking-Taunt/Rng:50(17), Mocking-Rchg:50(17)
Level 12: Quick Recovery -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(19), Efficacy-EndMod/Rchg:50(29)
Level 14: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(19), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam:40(46)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(25), LkGmblr-Def/EndRdx:50(25), LkGmblr-Def/EndRdx/Rchg:50(29)
Level 20: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(21), Heal-I:50(21)
Level 22: Clobber -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Mako-Acc/Dmg/EndRdx/Rchg:50(50)
Level 24: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Knock%:35(36)
Level 26: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(27), P'Shift-End%:50(27)
Level 28: Whirling Mace -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(40), Sciroc-Dmg/EndRdx:50(46), Sciroc-Acc/Dmg/EndRdx:50(48)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam:40(31)
Level 32: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33)
Level 35: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(45), LkGmblr-Def/EndRdx/Rchg:50(45), LkGmblr-Def:50(48)
Level 38: Shatter -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(40), Erad-Acc/Dmg/EndRdx/Rchg:30(40), Erad-Dmg:30(43), M'Strk-Acc/Dmg/EndRdx:50(46)
Level 41: Crowd Control -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(42), Oblit-Dmg/Rchg:50(42), Oblit-Acc/Dmg/Rchg:50(42), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-%Dam:50(43)
Level 44: Super Jump -- Jump-I:50(A)
Level 47: Build Up -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit/Rchg:20(48), RechRdx-I:50(50)
Level 49: Strength of Will -- GA-3defTpProc:50(A), S'fstPrt-ResDam/Def+:30(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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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)
- 29.8% Defense(Smashing)
- 29.8% Defense(Lethal)
- 12.3% Defense(Fire)
- 12.3% Defense(Cold)
- 14.8% Defense(Energy)
- 14.8% Defense(Negative)
- 6% Defense(Psionic)
- 20.7% Defense(Melee)
- 10.4% Defense(Ranged)
- 9.13% Defense(AoE)
- 5.4% Max End
- 27% Enhancement(Accuracy)
- 35% Enhancement(RechargeTime)
- 6% Enhancement(Heal)
- 5% FlySpeed
- 358.4 HP (19.1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 13.2%
- MezResist(Stun) 2.2%
- 20% Perception
- 1.5% (0.03 End/sec) Recovery
- 98% (7.67 HP/sec) Regeneration
- 10% RunSpeed
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Quote:That's why you don't stop at just slotting 4 Kinetic Combat. You can easily add a slot or two from another set so you get the bonus and a fully slotted attack. For a armor set that has typed defense already, that's almost always a better choice than Touch of Death. (Presuming you an afford the KCs; if not, Smashing Haymaker gives as much defense as ToD at a fraction of the cost.)There are exceptions to this strategy though.
Sometimes you're better going with the Touch of Death over Kinetic combat for your build because the actual benefit to your attack from KC sucks (especially the accuracy bit), and therefore getting 1.5% S/L might be a better choice than 3%. Similarly with PBAoEs and Oblivion.
Quote:This is especially true for builds that have a lot of one type of defense already, much less true for blasters and others who have to build the defense from zero.
Quote:In the end, look at your options, try to follow Kendo's advice where possible, but also, pay attention to your final powers, don't weaken something critical just to chase a set bonus.
Every now and again you see someone slot knockout blow with a full set of Stupefy or Absolute Amazement. Sure they have nice set bonuses, but there's no damage in those sets! -
Quote:And IME, it's a good idea to uninstall the earlier version first, or the new version may not install correctly.If you're trying to do the internal auto-update in the Mids program, just stop. With the handoff of Mids' program to the guys at Titan, the functionality of the internal updater has been deprecated.
Head to the Titan network and download the new installer and install it that way.
If you're on Windows Vista or Windows 7, right-click the installer and select "Run as Administrator".
But also check the location of any saved .mxd files before uninstalling; if they're in the "My Documents" folder (which I believe is the default) they should not be affected by the uninstall.