Finduilas

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  1. Quote:
    Originally Posted by Evilhero View Post
    Hello,

    I was wondering how I can put up my build on the website? I want to see if you can rate my tank like you've rated the inv/SS tank.

    Thanks!
    First, if you haven't already, download and install Mid's Hero Planner from this site:

    http://www.cohplanner.com/

    Then recreate your current build in the planner. Once it's done, use the "Forum Export" option to copy it to your clipboard, then paste it into a message on the forum and ask for comments. Starting a new thread would probably be best.
  2. Quote:
    Originally Posted by NuclearMedicine View Post
    Doh! I forgot we'll be on Guardian Sept, 28th.
    Great! I'll put it on my calendar.
  3. Oh, and could I request a TT on Guardian sometime soon? We haven't had one in a while.
  4. Which character were you on Katie Hannon? I was on my dark tank, which helped a little with the end drains. I did get KB'd around a bit, though, even with 2 KB IOs.

    I was a little worried toward the end that we might not have enough damage to defeat Katie #10, but we made it.

    Lots of fun!
  5. First of all, I think 50% without EA is overkill. The last 5% of defense won't even be used except in cases of defense debuffs, so you could save infl and/or slots by dialing that back a bit. I'd recommend that you aim for 45-47% S/L/E/NE def without EA and as much F/C def as you can fit in.

    Your power order also needs work. Only two attacks before level 16, and neither of them slotted? Ugh, that won't be fun. I'd suggest that you push Boxing, Tough and Weave to the 20s or 30s and take Smite and Shadow Maul early in your build. Icicles would also be a good choice to delay, since it's so end heavy.

    Personally, I wouldn't skip the Fitness pool, for a couple of reasons. For one, the Numina and Miracle uniques are wasted in click powers, since you'll only get the benefits for the first 2 minutes after they're clicked. Health would be the perfect place to slot them if you had it. Also, as it is, you won't have any recovery relief until level 26 and EA, which is a long time to wait considering you've got end-hungry powers like Icicles. Aid Self really isn't needed for an Ice tank, IMO, so I think you should consider dropping the Medicine pool and Permafrost to get Stamina.

    If you do decide to skip Fitness, note that some of your attacks and toggles are underslotted for end reduction, which will be a problem when relying on click powers to renew your end supply.

    Here's the sort of thing I'd do with your build, assuming that you do take Stamina. If you decide not to, just be sure that your attacks in particular are well-slotted for end reduction. I'd recommend at least 40% end reduction for your DM attacks, and at least 60% for Icicles.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Dark Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Hero Profile:
    Level 1: Frozen Armor -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(3), LkGmblr-Def/EndRdx/Rchg:50(3), LkGmblr-Rchg+:50(15)
    Level 1: Shadow Punch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(42), C'ngImp-Dmg/Rchg:50(43), C'ngImp-Acc/Dmg/Rchg:50(45), C'ngImp-Acc/Dmg/EndRdx:50(50)
    Level 2: Hoarfrost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal:50(7), Dct'dW-Rchg:50(7), S'fstPrt-ResDam/Def+:30(9)
    Level 4: Chilling Embrace -- EndRdx-I:50(A)
    Level 6: Wet Ice -- EndRdx-I:50(A)
    Level 8: Smite -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(9), S'ngH'mkr-Dmg/Rchg:35(11), S'ngH'mkr-Dmg/EndRdx/Rchg:35(25), P'ngS'Fest-Dmg/Rchg:30(42), P'ngS'Fest-Acc/Dmg:30(46)
    Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(11)
    Level 12: Shadow Maul -- Sciroc-Dmg/EndRdx:50(A), Sciroc-Dmg/Rchg:50(13), Sciroc-Acc/Rchg:50(13), Sciroc-Acc/Dmg:50(15), Sciroc-Acc/Dmg/EndRdx:50(46), Zinger-Dam%:50(50)
    Level 14: Hurdle -- Jump-I:50(A)
    Level 16: Siphon Life -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(17), S'ngH'mkr-Dmg/Rchg:35(17), S'ngH'mkr-Dmg/EndRdx/Rchg:35(25), Theft-+End%:30(37), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
    Level 18: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(19), Mrcl-Rcvry+:40(19), Mrcl-Heal:40(40)
    Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-End%:50(42)
    Level 22: Glacial Armor -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(23), LkGmblr-Def/EndRdx/Rchg:50(23), LkGmblr-Def:50(43)
    Level 24: Super Jump -- Jump-I:50(A)
    Level 26: Energy Absorption -- GftotA-Def:40(A), GftotA-Def/Rchg:40(27), GftotA-Def/EndRdx:40(27), P'Shift-EndMod:50(34), P'Shift-EndMod/Rchg:50(34), P'Shift-EndMod/Acc/Rchg:50(34)
    Level 28: Soul Drain -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(29), Erad-Dmg/Rchg:30(29), Erad-Acc/Dmg/EndRdx/Rchg:30(33), M'Strk-Dmg/EndRdx:50(33), M'Strk-Acc/Dmg/EndRdx:50(33)
    Level 30: Icicles -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(31), M'Strk-Dmg/Rchg:50(31), M'Strk-Acc/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(43), M'Strk-Dmg/EndRdx/Rchg:50(46)
    Level 32: Hibernate -- Heal-I:50(A)
    Level 35: Dark Consumption -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(36), Sciroc-Dmg/Rchg:50(36), Sciroc-Acc/Rchg:50(36), Sciroc-Acc/Dmg/EndRdx:50(37), M'Strk-Dmg/EndRdx/Rchg:50(37)
    Level 38: Midnight Grasp -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx:35(39), C'ngImp-Dmg/Rchg:35(39), C'ngImp-Acc/Dmg/Rchg:35(39), C'ngImp-Acc/Dmg/EndRdx:50(40)
    Level 41: Boxing -- Acc-I:50(A)
    Level 44: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(45), Aegis-ResDam:50(45)
    Level 47: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(48), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Rchg+:50(48)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 7.69% Defense(Smashing)
    • 7.69% Defense(Lethal)
    • 10.2% Defense(Fire)
    • 10.2% Defense(Cold)
    • 6.13% Defense(Energy)
    • 6.13% Defense(Negative)
    • 3% Defense(Psionic)
    • 6.75% Defense(Melee)
    • 4.56% Defense(Ranged)
    • 12.7% Defense(AoE)
    • 1.8% Max End
    • 4% Enhancement(Heal)
    • 37.5% Enhancement(RechargeTime)
    • 32% Enhancement(Accuracy)
    • 10% FlySpeed
    • 196.8 HP (10.5%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 8.8%
    • MezResist(Sleep) 3.3%
    • MezResist(Stun) 1.65%
    • MezResist(Terrorized) 2.2%
    • 13% (0.22 End/sec) Recovery
    • 70% (5.48 HP/sec) Regeneration
    • 4.71% Resistance(Fire)
    • 2.21% Resistance(Cold)
    • 6.25% Resistance(Negative)
    • 15% RunSpeed

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

    Tough

    In general, I think the decision on whether to take Tough depends on the character; what AT, primary/secondary, and what the player plans to do with it.

    I do think it would be a good choice for a Shield Scrapper, though, for a couple of reasons. First, Shield Defense has some S/L resistance in Deflection, and Tough will stack with that. But even more importantly, as others have mentioned, getting Tough opens the way for Weave, which is extremely useful for any defense character, and could put you in reach of the defense soft-cap.
  7. On the whole, a very good first effort. One *huge* problem, though, no Rage. SS is built around Rage, and the your damage will be sub-par without it. Since you're soft-capped to S/L and close to it for E/NE, you should consider dropping Unstoppable since you probably won't need it much.

    Some minor things:

    Use all the Resistance pieces in Reactive Armor, and skip the End and End/Rchg. As it is, you have too much end reduction in both TI and Tough and too little resist enhancement in Tough.

    UY is overslotted; the .63% F/C def is totally not worth slotting for, and just having 3% Psi resistance is pretty much useless. I'd use one of those slots put a fourth slot in Weave, which will put you over the ED cut-off for defense, and give you room for 4 slotting a set later if you like.

    Personally, I'm not a fan of Hover for tanks. As Call_Me mentioned, you won't be able to use Foot Stomp when it's on, which is a deal breaker for me. I think you'd be better off picking up Air Sup instead.

    Here's what your build would look like with the changes I recommended:

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Whitestar: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/EndRdx/Rchg:40(13), S'fstPrt-ResDam/Def+:30(29)
    Level 1: Jab -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(11), S'ngH'mkr-Dmg/Rchg:35(11), S'ngH'mkr-Dmg/EndRdx/Rchg:35(15), F'dSmite-Acc/Dmg/Rchg:40(25)
    Level 2: Dull Pain -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(7), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx:50(13), Dct'dW-EndRdx/Rchg:50(17)
    Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(5), S'ngH'mkr-Dmg/EndRdx/Rchg:35(15), P'ngS'Fest-Acc/Dmg:30(17), P'ngS'Fest-Dmg/Rchg:30(25)
    Level 6: Air Superiority -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(39), S'ngH'mkr-Dmg/Rchg:35(48), S'ngH'mkr-Dmg/EndRdx/Rchg:35(50), F'dSmite-Acc/Dmg/Rchg:40(50)
    Level 8: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx:40(9), RctvArm-ResDam/EndRdx/Rchg:40(29)
    Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(31), Mocking-Taunt/Rchg/Rng:50(31), Mocking-Acc/Rchg:50(31), Mocking-Taunt/Rng:50(33), Mocking-Rchg:50(33)
    Level 12: Hurdle -- Jump-I:50(A)
    Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(37)
    Level 16: Health -- Heal-I:50(A), Heal-I:50(39), Heal-I:50(39)
    Level 18: Invincibility -- DefBuff-I:50(A), DefBuff-I:50(19), DefBuff-I:50(19), EndRdx-I:50(33)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
    Level 22: Knockout Blow -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(23), S'ngH'mkr-Dmg/Rchg:35(23), S'ngH'mkr-Dmg/EndRdx/Rchg:35(36), P'ngS'Fest-Acc/Dmg:30(37), P'ngS'Fest-Dmg/Rchg:30(37)
    Level 24: Boxing -- Acc-I:35(A)
    Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(27), DefBuff-I:50(27)
    Level 28: Rage -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(34), RechRdx-I:50(34), RechRdx-I:50(34)
    Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(36), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam:40(46)
    Level 32: Weave -- EndRdx-I:50(A), DefBuff-I:50(43), DefBuff-I:50(46), DefBuff-I:50(48)
    Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(46)
    Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(40), Erad-Acc/Rchg:30(40), Erad-Dmg/Rchg:30(40), M'Strk-Acc/Dmg:50(43), M'Strk-Acc/Dmg/EndRdx:50(43)
    Level 41: Resist Physical Damage -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(42), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42)
    Level 44: Resist Energies -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(45), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45)
    Level 47: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(48)
    Level 49: Physical Perfection -- Heal-I:50(A), EndMod-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 21.1% Defense(Smashing)
    • 21.1% Defense(Lethal)
    • 6.13% Defense(Fire)
    • 6.13% Defense(Cold)
    • 13% Defense(Energy)
    • 13% Defense(Negative)
    • 3% Defense(Psionic)
    • 12.1% Defense(Melee)
    • 8.94% Defense(Ranged)
    • 4.56% Defense(AoE)
    • 3.6% Max End
    • 12.5% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 126.5 HP (6.75%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 14.3%
    • MezResist(Sleep) 1.65%
    • MezResist(Terrorized) 2.2%
    • 20% Perception
    • 16% (1.25 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  8. Quote:
    Originally Posted by BunnyAnomaly View Post
    I'd sat for AOE Shatter isn't terribly good. It has a fairly long cast time and the arc of attack is very very narrow. It does do okay damage but not good damage for the time it takes to activate.

    You can get away with skipping your T2 attack and just getting the T1, T3 and Clobber, and fill the rest with AOEs. With sufficient recharge slotting you can get away with skipping Shatter altogether but that will mean sacrifices elsewhere.
    One of the changes that was made when they buffed WM was to widen Shatter's arc to 45 degrees. Compare that to Axe's Cleave, which has a 20 degree arc. Now *that* is a narrow arc, but 45 degrees isn't bad at all; I very commonly can catch two or three foes with it. I also woudn't suggest skipping Shatter because it's the second highest damaging power in the set after Clobber.

    I'd recommend that the OP take everything in WM except Pulverize; Jawbreaker is especially helpful as damage mitigation in the early levels. That way, you end up with 3 ST and 3 AoE attacks, 3 that do stuns and 3 that do KD/KU. A good mix, IMO.
  9. Hmm, well, some of your power choices definitely need work. Tough Hide is a "must take" IMO, preferably before level 30. I'm also not sure why you'd take both Swift and Hurdle, there are certainly picks you could make that would offer more bang for the buck. Once you've gotten Tough Hide, Hasten or CJ would also be good choices. And unless you're really attached to Hand Clap, consider dropping that too; a PBAoE KB power is not very useful when you want enemies close by to feed Invinc.

    One piece of good news for you is that you can probably make some money from the set IOs you have already slotted. Keep the Doctored Wounds in DP, but most of the other set IOs can go since they aren't very useful for a typed defense build. Since you can only keep 10 from respec, check the market to see which ones are most valuable.

    Call_Me gave some good advice for IOs to pick up; in addition I'd suggest 3 or 4 Eradication for Foot Stomp. If you stay away from the quad they're pretty reasonable, and you can finish out the slotting with something inexpensive like Multi Strike. I like Gift of the Ancients for defense powers; they have nice bonuses but aren't nearly as expensive as LotG.

    Even if you can't afford to soft-cap right away, I do think it's probably worthwhile to pick up the Fighting Pool in later levels if soft-capping is your ultimate goal. You can always fill in with common IOs until you can afford the IOs you want.
  10. Quote:
    Originally Posted by New Dawn View Post
    I thought Thunderstrike is a PBAoE. Attack Chains matter to me.
    It is, but it's still the most damaging attack in Electrical Melee, not including Lightning Rod. Electric only has two true ST attacks, the Tier 1 and Tier 2. A good set, but not exactly a ST powerhouse.
  11. Cypher, five-slotting Hasten with Recharge? I think you should read up on enhancement diversification, which will also explain why you haven't been able to "perma" Hasten:

    http://wiki.cohtitan.com/wiki/Enhanc...iversification

    Similarly, Power Shield and Kinetic Shield are way overslotted for defense. In addition, that Steadfast KB protection IO is wasted on EA, which has sufficient KB protection in Entropy Shield. I also think that you'll find that Purple prices have gone up considerably; you'd be hard pressed to buy a purple IO for an attack set for less than 100 million.
  12. Quote:
    Originally Posted by cybermitheral View Post
    Hi Finduilas,
    I do tend to spend time running TF where the max level is 35 or below as well as level 50 content.
    My understanding (which may be wrong) was that when Exemped IO's more than 3 levels above your excempt level are counted. If this is wrong please tell me how as I do think this mechanic could be done better.
    It's actually quite a bit more complicated than that. Some aspects of enhancements follow the 3-level rule, and some do not.

    Specifically, set *bonuses* and global IOs have the 3 level rule, so, for instance, to keep the bonuses in the level 40 LotG set in Weave, you can't exemplar below level 37. The same goes for the global recharge bonus in the level 40 LotG +recharge. The level 30 Steadfast +Def will work until you exemplar below level 27. Please note that whether the power it is slotted in is still active is irrelevant, so the bonuses from say, the RA set in SoW will still work at level 37 even though you won't have access to the power.

    Procs like a "chance for X damage", the Kismet +Acc and the Regen/Recovery uniques work a little differently. For them, it doesn't matter what level the IO is, but whether the power it's slotted in istill active.

    Besides the special characteristics of certain IOs, the other thing to keep in mind is how exemplaring affects the enhancement *values*, for example, that a level 50 recharge IO buffs recharge in that power by 42.4% and a level 40 Numina Heal/Rchg buffs Heal and Recharge each by 24%.

    Exemplaring affects the buff percentage, but how much is based only on the true level of player and the level and he is exemplaring to, NOT on the level of the enhancement. Here's a full discussion of how it works if you're interested:

    http://wiki.cohtitan.com/wiki/Exempl...n_Enhancements

    So, since a level 50 always has a higher enhancement value than a level 40 before the exemplar effects are applied, in terms of enhancement values it's always better to go for a higher level enhancement. Which is why I said that for common IOs and single set IOs--which have no bonuses to lose--it's always better to go with a level 50. Same thing if you have some set IOs whose bonus you don't care much about.

    However, if you have a desirable bonus, it's a tougher call. Take the two Numina's you have slotted in Health. Slotting level 50s will get you an additional 2% regen over slotting level 40s, but with the 50s you will lose the 12% regen bonus if you exemplar below level 47, with the 40s, level 37. So which is better, an additional 2% regen all the time, or a 12% regen bonus you can keep 10 levels lower when exemplaring? That's really your call, though I imagine it would depend a lot on how often you exemplar as opposed to playing at level 50.

    Regarding your new build, instead of the Scirocco's in Shatter and WM, I'd suggest 4 Eradication for the E/NE defense bonus and 2 Scirocco's for some end reduction and the regen bonus. I also upped the levels of the IOs where you wouldn't lose a set bonus. (By the way, there's no point in using a single attribute set IO like the PF end mod by itself; you're not getting a bonus and it has the same enhancement value of a common IO at the same level) Here's what it looks like with those changes:

    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Kaerg #3: Level 50 Mutation Brute
    Primary Power Set: War Mace
    Secondary Power Set: Willpower
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Villain Profile:
    Level 1: Pulverize -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(15), C'ngImp-Acc/Dmg/EndRdx:50(25)
    Level 1: High Pain Tolerance -- Numna-Heal:40(A), Numna-Heal/EndRdx:40(5), Numna-Heal/Rchg:40(13), S'fstPrt-ResDam/Def+:30(31), ResDam-I:50(34)
    Level 2: Jawbreaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(15), C'ngImp-Acc/Dmg/EndRdx:50(29)
    Level 4: Fast Healing -- Numna-Heal:40(A), Numna-Regen/Rcvry+:40(5), Numna-Heal/Rchg:40(13)
    Level 6: Mind Over Body -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam/Rchg:40(25)
    Level 8: Clobber -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(11), P'ngS'Fest-Acc/Dmg:30(34), P'ngS'Fest-Dmg/EndRdx:30(43)
    Level 10: Indomitable Will -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Rchg+:40(50)
    Level 12: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-Pcptn:20(40)
    Level 14: Hurdle -- Jump-I:40(A)
    Level 16: Rise to the Challenge -- Numna-Heal/EndRdx:40(A), Numna-Heal:40(17), Mrcl-Heal/EndRdx:40(40), Mrcl-Heal:40(46)
    Level 18: Whirling Mace -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(19), Erad-Acc/Dmg/Rchg:30(19), Erad-Acc/Dmg/EndRdx/Rchg:30(23), Sciroc-Dmg/EndRdx:40(37), Sciroc-Acc/Dmg/EndRdx:40(42)
    Level 20: Quick Recovery -- P'Shift-EndMod:40(A), P'Shift-End%:40(21), P'Shift-EndMod/Acc:40(21), P'Shift-EndMod/Rchg:40(46)
    Level 22: Health -- Numna-Heal:40(A), Numna-Heal/EndRdx:40(23)
    Level 24: Stamina -- EndMod-I:50(A)
    Level 26: Shatter -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(27), Erad-Acc/Dmg/Rchg:30(27), Erad-Acc/Dmg/EndRdx/Rchg:30(29), Sciroc-Dmg/EndRdx:40(37), Sciroc-Acc/Dmg/EndRdx:40(43)
    Level 28: Heightened Senses -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Rchg+:40(34), LkGmblr-Def:40(46)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(37)
    Level 32: Crowd Control -- Oblit-Dmg:40(A), Oblit-Acc/Rchg:40(33), Oblit-Dmg/Rchg:40(33), Oblit-Acc/Dmg/Rchg:40(33), Oblit-Acc/Dmg/EndRdx/Rchg:40(40), Oblit-%Dam:40(43)
    Level 35: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam:40(36), RctvArm-EndRdx:40(36)
    Level 38: Weave -- LkGmblr-Def:40(A), LkGmblr-Def/EndRdx:40(39), LkGmblr-Rchg+:40(39), LkGmblr-Def/EndRdx/Rchg:40(39)
    Level 41: Taunt -- Mocking-Taunt:40(A), Mocking-Taunt/Rchg:40(42), Mocking-Taunt/Rchg/Rng:40(42), Mocking-Acc/Rchg:40(48), Mocking-Taunt/Rng:40(48), Mocking-Rchg:40(48)
    Level 44: Strength of Will -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(45), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45)
    Level 47: Combat Jumping -- LkGmblr-Rchg+:40(A), Ksmt-ToHit+:30(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: Fury
    Level 6: 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)
    • 28% Defense(Smashing)
    • 28% Defense(Lethal)
    • 6.13% Defense(Fire)
    • 6.13% Defense(Cold)
    • 13% Defense(Energy)
    • 13% Defense(Negative)
    • 3% Defense(Psionic)
    • 18.3% Defense(Melee)
    • 8% Defense(Ranged)
    • 4.56% Defense(AoE)
    • 5.4% Max End
    • 18% Enhancement(Accuracy)
    • 42.5% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 275.5 HP (18.4%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 14.3%
    • MezResist(Stun) 2.2%
    • 20% Perception
    • 5% (0.08 End/sec) Recovery
    • 106% (6.63 HP/sec) Regeneration
    • 5% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  13. Okay, well, first of all, is it intentional that all your enhancements are level 40 or below? Unless you're planning to spend a lot of time exemping, I think it's worthwhile to get level 50s in cases where it will help you hit the ED cut-off. And there's never any reason other than cost not to use 50s for single set IOs or common IOs. As it is, a lot of your powers are pretty seriously underslotted.

    Is the only reason you used the Rope A Dope with the KC sets for the regen bonus? If so, why not use Pounding Slugfest instead? The regen bonus is higher (8% vs 6%) and the PS IOs will slot damage to the ED cut-off, which a stun set will not. Better yet, drop back to 5 slots on a couple of them, slot a Mako's Acc/End/Rchg/Dam, and use the extra slots for Heightened Senses and HPT.

    Slotting HS more fully will get you closer to the soft-cap, as would replacing the End/Rchg in Weave with a Def/End/Rchg. The same goes for Tough; using the Res/End and Res/End/Rchg will give you plenty of end reduction.

    A far bigger cause for concern is the three attacks you have slotted with Obliteration, and therefore underslotted for end reduction. Personally, I'd probably let my S/L drop to 35-40% so I could use some of the slots elsewhere. But if you want to stay as close to the soft-cap as possible, keep in mind that those Oblit sets could lead to end problems.

    Here's your build with some minor slotting tweaks that improve the defense and resistance totals, and more fully slot the attacks for damage.

    Villain Plan by Mids' Villain Designer 1.704
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Magic Brute
    Primary Power Set: War Mace
    Secondary Power Set: Willpower
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Villain Profile:
    Level 1: Pulverize -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(25)
    Level 1: High Pain Tolerance -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(5), Numna-Heal/Rchg:50(13), S'fstPrt-ResDam/Def+:30(31), ResDam-I:50(34)
    Level 2: Jawbreaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(29)
    Level 4: Fast Healing -- Numna-Heal:50(A), Numna-Regen/Rcvry+:40(5), Numna-Heal/Rchg:50(13)
    Level 6: Mind Over Body -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam/Rchg:40(25)
    Level 8: Clobber -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(11), P'ngS'Fest-Acc/Dmg:30(34), P'ngS'Fest-Dmg/Rchg:30(34)
    Level 10: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(50)
    Level 12: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-Pcptn:20(40)
    Level 14: Hurdle -- Jump-I:40(A)
    Level 16: Rise to the Challenge -- Numna-Heal/EndRdx:40(A), Numna-Heal:40(17), Mrcl-Heal/EndRdx:40(40), Mrcl-Heal:40(46)
    Level 18: Whirling Mace -- Oblit-Dmg:40(A), Oblit-Acc/Rchg:40(19), Oblit-Dmg/Rchg:40(19), Oblit-Acc/Dmg/Rchg:40(23), Oblit-Acc/Dmg/EndRdx/Rchg:40(37), Oblit-%Dam:40(42)
    Level 20: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-End%:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-EndMod/Rchg:50(46)
    Level 22: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(23)
    Level 24: Stamina -- P'Shift-EndMod:50(A)
    Level 26: Shatter -- Oblit-Dmg:40(A), Oblit-Acc/Rchg:40(27), Oblit-Dmg/Rchg:40(27), Oblit-Acc/Dmg/Rchg:40(29), Oblit-Acc/Dmg/EndRdx/Rchg:40(37), Oblit-%Dam:40(43)
    Level 28: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(43), LkGmblr-Def:50(46)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(37)
    Level 32: Crowd Control -- Oblit-Dmg:40(A), Oblit-Acc/Rchg:40(33), Oblit-Dmg/Rchg:40(33), Oblit-Acc/Dmg/Rchg:40(33), Oblit-Acc/Dmg/EndRdx/Rchg:40(40), Oblit-%Dam:40(43)
    Level 35: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam:40(36), RctvArm-ResDam/Rchg:40(36)
    Level 38: Weave -- LkGmblr-Def:40(A), LkGmblr-Def/EndRdx:40(39), LkGmblr-Rchg+:40(39), LkGmblr-Def/EndRdx/Rchg:40(39)
    Level 41: Taunt -- Zinger-Taunt:40(A), Zinger-Taunt/Rchg:40(42), Zinger-Taunt/Rchg/Rng:40(42), Zinger-Acc/Rchg:40(48), Zinger-Taunt/Rng:40(48), Zinger-Dam%:40(48)
    Level 44: Strength of Will -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam:40(45), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45)
    Level 47: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def: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: Fury
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 11.5% DamageBuff(Smashing)
    • 11.5% DamageBuff(Lethal)
    • 11.5% DamageBuff(Fire)
    • 11.5% DamageBuff(Cold)
    • 11.5% DamageBuff(Energy)
    • 11.5% DamageBuff(Negative)
    • 11.5% DamageBuff(Toxic)
    • 11.5% DamageBuff(Psionic)
    • 32.4% Defense(Smashing)
    • 32.4% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 6.75% Defense(Energy)
    • 6.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 26.1% Defense(Melee)
    • 4.88% Defense(Ranged)
    • 3% Defense(AoE)
    • 36% Enhancement(Accuracy)
    • 50% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 208 HP (13.9%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 14.3%
    • MezResist(Stun) 6.6%
    • MezResist(Terrorized) 2.75%
    • 20% Perception
    • 5% (0.08 End/sec) Recovery
    • 106% (6.63 HP/sec) Regeneration
    • 5% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  14. Ahh, thanks guys. I noticed that the rep scores were gone, but since I don't frequent the forums that are going to be affected most by the changes, I missed the uproar.

    Wiping and 'rebooting' forums sounds like a bit of an overreaction, but then, so does quitting because of it.
  15. I haven't seen any discussion about it until now, so just out of curiosity, what new forum rules are causing this dissatisfaction?
  16. Inv/SS is an extremely common combo, and building for soft-capped defense is probably the most common tactic currently. If you look back a few pages I'm sure you'll find some threads regarding Inv/SS. (I found one on page 2 and one on page 4 in just a couple of minutes.)

    You should also look at Call_Me_Awesome's two Invul guides on the first 20 levels of Invul and soft-capping Invul:

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

    http://boards.cityofheroes.com/showthread.php?t=126983

    I'd suggest gathering some information, putting an initial build together in Mid's, and posting it here for comment. It's kind of difficult to construct a build from scratch if you don't know what a person's preferences are.
  17. The Base Construction forum is two down from this one, and probably the best place for base building help.

    It's kind of hard to tell from your description exactly what the problem is, but it sounds like you're having trouble placing a new room. If that's it, IME the base editor sometimes just won't let you place it with the door connected in the place you want it to be. If that happens, go ahead and place it where the editor will let you, then add a door where you want it. Once you've placed the second door, it will let you delete the first.

    If that's *not* the problem, I suggest posting a more detailed description of what's happening in the Base forum, and someone there can certainly help.
  18. Finduilas

    Dark/Fire Tank

    As others have said, there are definitely some issues here.

    Ob Shield is your mez protection and should be taken by the teens, at the latest. I'd also take Death Shroud much earlier--early twenties would be good. The Fighting Pool can easily be delayed until the 30s to make room. Cloak of Darkness can also be delayed until later in the build.

    You're also very low on attacks pre-twenty. If you delay the Fighting Pool, move Fire Sword up much earlier. I'd also take Incinerate and GFS as soon as they're available.

    Most of your toggles are overslotted for end reduction. Don't bother with the end or end/rchg IOs in Reactive Armor or LotG; using the Def-Res/End and Def-Res/End/Rchg is sufficient end reduction for them.

    However, your two biggest end users, Dark Regen and Death Shroud, are extremely underslotted for end reduction. DR doesn't need damage, it needs Accuracy, End Reduction, Heal, and Recharge, so slot accordingly, As others have mentioned, the Theft of Essence +End is a good choice for it.

    The Oblit set is very low in end reduction, so having two attacks and Death Shroud slotted with it is likely to be a problem.

    All the attacks slotted with Kinetic Combat are underslotted for Accuracy and Damage, and need another slot each.

    If you're determined to soft-cap S/L, I'd recommend picking up CJ. With that, you can drop some of the Oblit sets and use Eradication instead, which has a nice E/NE def bonus. (and since you only need 3 Erad slots for the bonus, you can add end reduction, too.)

    Here's what I would do with your build. I dropped Soul Transfer for CJ, but you could always drop something instead else if you want to keep ST. This build is soft-capped to S/L, has 36% E/NE defense, the attacks are slotted more fully, and I increased the the level of end reduction in several powers.

    EDIT: Whoops, brain worm. Forgot to add the Steadfast +Def and KB protection. This build has just four points of KB protection, which will keep you safe from most KB. However, if you can find the slots and influence you may want to consider picking up one or two more KB protection IOs.

    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: Dark Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam:40(13), S'fstPrt-ResDam/Def+:30(21)
    Level 1: Scorch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(3), S'ngH'mkr-Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(31)
    Level 2: Murky Cloud -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(13), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(15)
    Level 4: Combustion -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(5), Erad-Acc/Dmg/Rchg:30(5), Sciroc-Dmg/EndRdx:50(7), Sciroc-Acc/Dmg/EndRdx:50(7)
    Level 6: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(40), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
    Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(9)
    Level 10: Dark Regeneration -- Theft-+End%:30(A), Theft-Acc/EndRdx/Rchg:30(21), Theft-Heal/Rchg:30(25), M'Strk-Acc/EndRdx:50(27), M'Strk-Acc/Dmg/EndRdx:50(27)
    Level 12: Obsidian Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam:40(37)
    Level 14: Hurdle -- Jump-I:50(A)
    Level 16: Health -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(17), Numna-Heal:50(17), Numna-Regen/Rcvry+:50(19)
    Level 18: Combat Jumping -- Krma-ResKB:30(A)
    Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(23), P'Shift-EndMod/Rchg:50(23), P'Shift-EndMod/Acc:50(25)
    Level 22: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-ToHit:20(46), RechRdx-I:50(46)
    Level 24: Death Shroud -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(37), M'Strk-Dmg/EndRdx:50(40), M'Strk-Acc/Dmg/EndRdx:50(46)
    Level 26: Oppressive Gloom -- Amaze-EndRdx/Stun:50(A), Amaze-Stun:50(48)
    Level 28: Fire Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg: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: Cloak of Darkness -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Def:50(33), LkGmblr-Rchg+:50(33)
    Level 32: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/Rchg:35(48), KntkC'bat-Knock%:35(48)
    Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
    Level 38: Greater Fire Sword -- KntkC'bat-Dmg/EndRdx:35(A), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Acc/Dmg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
    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 -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(45), LkGmblr-Def:50(45), LkGmblr-Rchg+:50(45)
    Level 47: Conserve Power -- RechRdx-I:50(A)
    Level 49: Physical Perfection -- P'Shift-EndMod/Acc:50(A), P'Shift-End%:50(50), P'Shift-EndMod:50(50), P'Shift-EndMod/Rchg:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 26.8% Defense(Smashing)
    • 26.8% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 17.4% Defense(Energy)
    • 17.4% Defense(Negative)
    • 3% Defense(Psionic)
    • 14.9% Defense(Melee)
    • 10.2% Defense(Ranged)
    • 3% Defense(AoE)
    • 7.2% Max End
    • 18% Enhancement(Accuracy)
    • 15% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 246 HP (13.1%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 17.6%
    • MezResist(Sleep) 3.3%
    • 11.5% (0.19 End/sec) Recovery
    • 62% (4.85 HP/sec) Regeneration
    • 10% RunSpeed


    Code:
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  19. Quote:
    Originally Posted by mauk2 View Post
    I disagree strongly.

    Manuevers is +def for the tank, and the whole team. As such, it is much stronger than a selfish "me me me" analysis will indicate.

    Given Tanker's general team-friendliness, more tanks should look long and hard at the leadership pool.

    Also, the Dev's should have their heads examined for their choices of which AT's get what bonsuses for that pool, but that opens up a much larger discussion....
    Disagree away.

    But given that most tank builds are pretty tight and endurance is usually a concern, the fact that CJ will give you slightly more defense at one-sixth the endurance cost makes it a very easy choice for me to recommend it over Maneuvers.

    Weave costs slightly less endurance than Maneuvers, and provides over twice the defense. IMO, the fact that Maneuvers supplies a small amount of defense to teammates is not sufficient to overcome the very high cost/benefit ratio for tanks.
  20. Not only does that build skip Dark Embrace, it also skips Obsidian Shield, the mez protection in DA. "Interesting" is one word for that build, but the ones I would choose would be lot less charitable.

    I would definitely consider Dark Embrace and Obsidian Shield to be mandatory if you actually want to tank, or do anything the least bit challenging.

    And although I'm all for trying no-Stamina builds--I got a Stamina-less Claws/SR scrapper to the 40s--for DA Stamina is pretty much mandatory. Note that in the build you referenced, there is barely enough recovery to cover the toggles without FA running; there's no way in hell you could use attacks or Dark Regen without bottoming out on endurance.
  21. The bright side is that this bug is well known, so it tends to get fixed quickly. I've had it happen several times, and I don't think it's ever taken more than a day before it was corrected.
  22. Sorry, can't help you with the PvP aspect, but yeah, I can see some places where you could save some money and get the same, or close to the same benefits.

    1. I'd replace the Enzyme Exposures in Weave with the Def, Def/End and Def/End/Rchg from LotG. Unlike Invinc, Weave doesn't benefit from the ToHit buff, so there's no real reason to spend the extra influence on the HamiOs.

    2. You're above the soft-cap for S/L anyway, so swap out one set of Kinetic Combat for Smashing Haymaker. SH are much less expensive and hard to find than KC.

    3. Instead of overslotting Health with Numina's, put a couple of extra slots in CJ so it's more completely slotted.

    4. Drop the BotZ -KB from SJ. The KB protection is not needed, and there are other ways to boost your F/C def.

    Here's the sort of thing I would do with your build:

    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: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    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:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(5)
    Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(9)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(11), Dct'dW-Heal/Rchg:50(11), Dct'dW-Heal/EndRdx/Rchg:50(13), Dct'dW-Heal:50(13), Dct'dW-Rchg:50(42)
    Level 4: Haymaker -- P'ngFist-Acc/Dmg:25(A), P'ngFist-Acc/Dmg/Rchg:25(15), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(15), P'ngS'Fest-Acc/Dmg:30(17), P'ngS'Fest-Dmg/EndRdx:30(17), P'ngS'Fest-Dmg/Rchg:30(27)
    Level 6: Hurdle -- Jump-I:50(A)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(19), RctvArm-ResDam/EndRdx/Rchg:40(21), RctvArm-ResDam:40(21)
    Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(23), Mocking-Taunt/Rchg/Rng:50(23), Mocking-Acc/Rchg:50(25), Mocking-Taunt/Rng:50(25), Mocking-Rchg:50(42)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29), DefBuff-I:50(36)
    Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(27)
    Level 16: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(19), Numna-Heal/Rchg:50(29), Numna-Regen/Rcvry+:50(31)
    Level 18: Invincibility -- HO:Enzym(A), HO:Enzym(31), HO:Enzym(31)
    Level 20: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(33)
    Level 22: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(33), C'ngImp-Dmg/Rchg:50(34), C'ngImp-Acc/Dmg/Rchg:50(34), BasGaze-Acc/Rchg:30(34), BasGaze-Acc/EndRdx/Rchg/Hold:30(39)
    Level 24: Kick -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(33), S'ngH'mkr-Dmg/Rchg:35(40), S'ngH'mkr-Dmg/EndRdx/Rchg:35(48)
    Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(36), LkGmblr-Rchg+:50(37)
    Level 28: Rage -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(37), RechRdx-I:50(37)
    Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam:40(40)
    Level 32: Resist Physical Damage -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(40), Aegis-ResDam:50(42)
    Level 35: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(36), LkGmblr-Def/EndRdx/Rchg:50(43), LkGmblr-Def:50(45)
    Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(43), Erad-Acc/Dmg/EndRdx/Rchg:30(43), Sciroc-Dmg/EndRdx:50(46), Sciroc-Acc/Dmg/EndRdx:50(46), FrcFbk-Rechg%:50(50)
    Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(46)
    Level 44: Physical Perfection -- Mrcl-Heal:40(A), Mrcl-Rcvry+:20(45), EndMod-I: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 -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 16.8% Defense(Smashing)
    • 16.8% Defense(Lethal)
    • 15.5% Defense(Fire)
    • 15.5% Defense(Cold)
    • 15.5% Defense(Energy)
    • 15.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.88% Defense(Melee)
    • 10.2% Defense(Ranged)
    • 9.25% Defense(AoE)
    • 3.6% Max End
    • 35% Enhancement(RechargeTime)
    • 16% Enhancement(Accuracy)
    • 10% Enhancement(Heal)
    • 147.6 HP (7.88%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 10.5%
    • MezResist(Sleep) 2.2%
    • MezResist(Terrorized) 2.2%
    • 20% Perception
    • 2.5% (0.04 End/sec) Recovery
    • 50% (3.91 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 1.26% Resistance(Toxic)
    • 1.26% Resistance(Psionic)
    • 15% RunSpeed

    Code:
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  23. Forgot to mention, IMO Maneuvers is a bad bargain for a tank; relatively little defense for a big end cost. And as you can see, it is not needed to soft-cap most damage types for an Invul tank.
  24. Okay, some problems:

    You're taking Unyielding way too late. It's your mezz/KB protection and you should take it when it's available, or shortly afterward. In addition, Invinc is way, way too late; take it at 18 when it becomes available.The resistance toggles, on the other hand, can easily be delayed until the 20s or even 30s.

    Your shield slotting is rather strange; why not just slot straight Reactive Armors rather than the mish-mash of Aegis, RA and Imperv? That would probably give you enough E/NE def to soft-cap. And most of the toggles are underslotted for resistance and overslotted for end reduction. The Res/End and Res/End/Rchg from each set should be plenty of end reduction for a moderate end-cost toggle.

    Jab and Punch are both underslotted; I'd take some of those extraneous slots from TI and add one to each attack.

    Also, F/C def and in particular, Psi def and resistance, should be a lower priority than S/L/E/NE. F/C damage is a lot less common than S/L/E, and you're probably not going to be able to build up enough Psi def or resists to make a difference.

    Here's what I would do with your build; same powers, just rearranged a bit and reslotted. S/L/E/NE are all soft-capped, F/C is a couple of percentage points below. (You could soft-cap F/C if you can find 2 more slots for RPD and other set of Aegis.) I switched one of the Kinetic Combat sets to Smashing Haymaker because you didn't need the KC to soft-cap and SH are much less expensive, but you can switch it back if you want a bit of a S/L def cushion.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    no idea: Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    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(13)
    Level 1: Jab -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/Rchg:35(15), S'ngH'mkr-Dmg/EndRdx:35(17), S'ngH'mkr-Dmg/EndRdx/Rchg:35(25), Mako-Acc/Dmg/EndRdx/Rchg:35(42)
    Level 2: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(36), Mako-Acc/Dmg/EndRdx/Rchg:50(42)
    Level 4: Haymaker -- P'ngFist-Acc/Dmg:25(A), P'ngFist-Acc/Dmg/Rchg:25(5), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(5), P'ngS'Fest-Acc/Dmg:30(7), P'ngS'Fest-Dmg/EndRdx:30(31), P'ngS'Fest-Dmg/Rchg:30(33)
    Level 6: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(42), Dct'dW-Heal:50(43), Dct'dW-Rchg:50(43)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(43)
    Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(11), Mocking-Taunt/Rchg/Rng:50(11), Mocking-Acc/Rchg:50(13), Mocking-Taunt/Rng:50(34), Mocking-Rchg:50(46)
    Level 12: Combat Jumping -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(34), DefBuff-I:30(50)
    Level 14: Swift -- Run-I:50(A)
    Level 16: Health -- Mrcl-Rcvry+:40(A), Numna-Heal:50(37), Numna-Regen/Rcvry+:50(37)
    Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Def:50(19), LkGmblr-Rchg+:50(46)
    Level 20: Stamina -- EndMod-I:50(A), Efficacy-EndMod:50(21), Efficacy-EndMod/Rchg:50(21)
    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(37), BasGaze-Acc/EndRdx/Rchg/Hold:30(46), BasGaze-Acc/Rchg:30(48)
    Level 24: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(25)
    Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(27)
    Level 28: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(29), GSFC-ToHit/Rchg/EndRdx:50(29), GSFC-Rchg/EndRdx:50(34), GSFC-ToHit/EndRdx:50(40), GSFC-Build%:50(50)
    Level 30: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(31), LkGmblr-Def:50(31)
    Level 32: Resist Energies -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(33), Aegis-ResDam:50(33)
    Level 35: Resist Elements -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(36), Aegis-ResDam:50(36)
    Level 38: Foot Stomp -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Erad-Dmg/Rchg:30(39), Erad-Acc/Rchg:30(39), Sciroc-Dmg/EndRdx:50(40), Sciroc-Acc/Dmg/EndRdx:50(40)
    Level 41: Kick -- ExStrk-Dam%:20(A)
    Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam:40(45)
    Level 47: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(48), LkGmblr-Rchg+:50(48), LkGmblr-Def/EndRdx/Rchg:50(50)
    Level 49: Unstoppable -- RechRdx-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 0: 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)
    • 16.1% Defense(Smashing)
    • 16.1% Defense(Lethal)
    • 13.6% Defense(Fire)
    • 13.6% Defense(Cold)
    • 16.1% Defense(Energy)
    • 16.1% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.4% Defense(Melee)
    • 11.4% Defense(Ranged)
    • 10.2% Defense(AoE)
    • 3.6% Max End
    • 25% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 35% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 210.8 HP (11.3%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 10.5%
    • MezResist(Sleep) 2.2%
    • MezResist(Terrorized) 2.2%
    • 4.5% (0.08 End/sec) Recovery
    • 60% (4.69 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 15% RunSpeed
    Code:
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  25. You could easily switch Phalanx Fighting and Taunt, depending on which one you would miss most when exemping. Other alternatives are delaying SS or Weave to 49; it's really a matter of personal preference.

    If you're going to add slots to BA, Tough and Weave, you might as well make sure they're fully slotted for def/res as well. Adding the Def-Res/End/Rchg IO to each will provide plenty of end reduction.

    Slotting Foot Stomp with an Eradication set has two drawbacks; it's underslotted for end reduction, and there's no place to put Force Feedback recharge proc. Consider 5-slotting Scirocco's Dervish instead, and 2-slotting BotZ in SS to give a bit more of a cushion for Ranged defense.

    Here's what it would look like:

    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: Shield Defense
    Secondary Power Set: Super Strength
    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(13), LkGmblr-Def/EndRdx:50(15), Aegis-ResDam:50(15), Aegis-ResDam/EndRdx:50(17), Aegis-ResDam/Rchg:50(17)
    Level 1: Jab -- Mako-Dam%:50(A), Mako-Acc/Dmg/EndRdx/Rchg:50(23), Mako-Acc/Dmg:50(23), Mako-Dmg/EndRdx:50(25), Mako-Dmg/Rchg:50(25), Mako-Acc/EndRdx/Rchg:50(37)
    Level 2: Battle Agility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(3), LkGmblr-Def/EndRdx:50(3), LkGmblr-Def/EndRdx/Rchg:50(7)
    Level 4: True Grit -- Heal-I:50(A), Heal-I:50(5), Heal-I:50(5), S'fstPrt-ResDam/Def+:30(9), ResDam-I:50(9), ResDam-I:50(13)
    Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7)
    Level 8: Haymaker -- T'Death-Dam%:40(A), T'Death-Dmg/EndRdx/Rchg:40(11), T'Death-Dmg/Rchg:40(27), T'Death-Acc/Dmg/EndRdx:40(27), T'Death-Dmg/EndRdx:40(33), T'Death-Acc/Dmg:40(34)
    Level 10: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(11)
    Level 12: Against All Odds -- EndRdx-I:50(A)
    Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(46)
    Level 16: Hurdle -- Jump-I:50(A)
    Level 18: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(19), Heal-I:50(19)
    Level 20: Stamina -- P'Shift-End%:50(A), EndMod-I:50(21), EndMod-I:50(21)
    Level 22: Knockout Blow -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(40), C'ngImp-Dmg/EndRdx:50(43), C'ngImp-Dmg/Rchg:50(43), C'ngImp-Acc/Dmg/Rchg:50(45)
    Level 24: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
    Level 26: Shield Charge -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-Dmg:50(34), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Dmg/Rchg:50(37)
    Level 28: Rage -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(29), GSFC-ToHit:50(29), GSFC-ToHit/Rchg:50(31), GSFC-ToHit/Rchg/EndRdx:50(31), GSFC-Rchg/EndRdx:50(31)
    Level 30: Boxing -- Mako-Acc/Dmg/EndRdx/Rchg:50(A), Mako-Acc/Dmg:50(33), Mako-Dmg/Rchg:50(42), Mako-Acc/EndRdx/Rchg:50(50)
    Level 32: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/Rchg:50(33), Aegis-ResDam/EndRdx:50(43), Aegis-ResDam/EndRdx/Rchg:50(50)
    Level 35: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(36), LkGmblr-Rchg+:50(36), LkGmblr-Def/EndRdx/Rchg:50(42)
    Level 38: Foot Stomp -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(39), Sciroc-Dmg/Rchg:50(39), Sciroc-Acc/Rchg:50(39), Sciroc-Acc/Dmg/EndRdx:50(40), FrcFbk-Rechg%:50(40)
    Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42)
    Level 44: Physical Perfection -- Heal-I:50(A), Heal-I:50(45), EndMod-I:50(45), EndMod-I:50(46), EndMod-I:50(46)
    Level 47: Energy Torrent -- Posi-Dam%:50(A), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/EndRdx:50(48), Posi-Acc/Dmg:50(50)
    Level 49: Taunt -- RechRdx-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Jump-I:50(A)
    Level 2: Rest -- EndMod-I:50(A)
    Level 1: Gauntlet
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 14% DamageBuff(Smashing)
    • 14% DamageBuff(Lethal)
    • 14% DamageBuff(Fire)
    • 14% DamageBuff(Cold)
    • 14% DamageBuff(Energy)
    • 14% DamageBuff(Negative)
    • 14% DamageBuff(Toxic)
    • 14% DamageBuff(Psionic)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 12.1% Defense(Fire)
    • 12.1% Defense(Cold)
    • 6.75% Defense(Energy)
    • 6.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 13% Defense(Melee)
    • 10.5% Defense(Ranged)
    • 11.8% Defense(AoE)
    • 52% Enhancement(Accuracy)
    • 46.3% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 203.8 HP (10.9%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 6.05%
    • MezResist(Immobilize) 11.6%
    • MezResist(Stun) 2.2%
    • 5% (0.08 End/sec) Recovery
    • 40% (3.13 HP/sec) Regeneration
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 15% RunSpeed
    • 2.5% XPDebtProtection

    Code:
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