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Quote:The only difference between the tier 1 and tier 2 attacks in Mace and Axe is stun/KD, and chance to stun/KD. Everything else is identical.Bingo. The real difference in the two sets is in the lower attacks.
Even though the stuns in Bash and Pulverize are pretty useless, given that most players only take one of the two anyway, and Jawbreaker is available at level 8, IMO those attacks are hardly a distinguishing feature between the sets. As a matter of fact, I'd describe that point of comparison as trivial compared to Clobber's damage and the differences between the tier 8 and 9 cones. -
Thanks, Ace, for digging those up. (Though I personally don't consider KD to be inherently superior to stun as mitigation, I do agree the very low chance to stun in lower level WM attacks is pretty useless.)
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Actually, Myster_Hero, I prefer your original build to RadTech, primarily because RadTech's has way more F/C defense than is needed and not enough defense to S/L/E/NE, which are much more common damage types.
Here's my revision of your build, the changes I made include:
Slotting changed to increase E/NE and F/C defense. The Kinetic Combat sets are expensive, but allow you to soft-cap S/L with fewer slots, leaving room to build up your other defense. If you can't afford to get them immediately, consider using Smashing Haymaker temporarily and replace them with KC when you can.
Dropping Unstop for ResEn; once you're close to soft-capped you won't need Unstop much at all, and ResEnd has very useful end drain resistance. (Also, Invul does NOT need additional KB protection!)
Swapping TI and RPD. TI is "take immediately", RPD should be taken, but can wait. If you can work RPD in the twenties, fine, but there's no way TI should wait until the 40s.
Conserve Power instead of Focused Accuracy. FA is a huge end hog, and you can get the same +percep and +toHit with a couple of IOs if you really want it.
Slotting CJ for defense. The typed defense bonuses you get with BotZ are so pitiful now you're much better off just slotting CJ for defense.
LotG in defense powers. If you can afford to slot the +Recharges as I show in my build, all the better. However, 4 slotting LotG for the bonuses is worth it even without the +Recharge. GotA also has good bonuses and is an option you might want to consider.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Tijaz of Guardian: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
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(9), RctvArm-ResDam:40(9)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Knock%:35(17), P'ngS'Fest-Acc/Dmg:30(23), P'ngS'Fest-Dmg/Rchg:30(34)
Level 2: Dull Pain -- Dct'dW-Heal/Rchg:50(A), Dct'dW-Rchg:50(3), Dct'dW-Heal:50(3), Dct'dW-Heal/EndRdx:50(5), Dct'dW-EndRdx/Rchg:50(5)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(23), P'ngS'Fest-Acc/Dmg:30(34), P'ngS'Fest-Dmg/Rchg:30(37)
Level 6: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(7)
Level 8: Hurdle -- Jump-I:50(A)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39)
Level 12: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(13), RctvArm-ResDam:40(13), RctvArm-ResDam/Rchg:40(15)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15)
Level 16: Health -- Mrcl-Rcvry+:40(A), Numna-Heal:50(42), Numna-Regen/Rcvry+:50(43), RgnTis-Regen+:30(48)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Rchg+:50(21)
Level 20: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(43), Efficacy-EndMod/Acc/Rchg:50(45), Efficacy-Acc/Rchg:50(45), Efficacy-EndMod/Acc:50(45), Efficacy-EndMod/EndRdx:50(46)
Level 22: Knockout Blow -- P'ngFist-Acc/Dmg/Rchg:25(A), P'ngFist-Acc/Dmg:25(25), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(25), P'ngS'Fest-Dmg/EndRdx:30(34), P'ngS'Fest-Acc/Dmg:30(37), P'ngS'Fest-Dmg/Rchg:30(37)
Level 24: Kick -- Acc-I:35(A)
Level 26: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(27), Mocking-Taunt/Rchg/Rng:50(27), Mocking-Acc/Rchg:50(29), Mocking-Taunt/Rng:50(29), Mocking-Rchg:50(31)
Level 28: Rage -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(46), AdjTgt-ToHit/EndRdx/Rchg:50(46), AdjTgt-ToHit:50(48), AdjTgt-EndRdx/Rchg:50(48)
Level 30: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(31), LkGmblr-Def:50(31)
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-Def/EndRdx/Rchg:50(36), LkGmblr-Def:50(36), LkGmblr-Rchg+:50(36)
Level 38: Foot Stomp -- Erad-Dmg/Rchg:30(A), Erad-Acc/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(40), Erad-%Dam:30(40), Sciroc-Dmg/EndRdx:50(40), Sciroc-Acc/Dmg/EndRdx:50(43)
Level 41: Resist Physical Damage -- Aegis-ResDam/EndRdx:30(A), Aegis-ResDam/Rchg:40(42), Aegis-ResDam:40(42)
Level 44: Conserve Power -- RechRdx-I:50(A)
Level 47: Physical Perfection -- EndMod-I:50(A)
Level 49: Resist Energies -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(50), Aegis-ResDam:50(50), 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 6: Ninja Run
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Set Bonus Totals:- 4.5% DamageBuff(Smashing)
- 4.5% DamageBuff(Lethal)
- 4.5% DamageBuff(Fire)
- 4.5% DamageBuff(Cold)
- 4.5% DamageBuff(Energy)
- 4.5% DamageBuff(Negative)
- 4.5% DamageBuff(Toxic)
- 4.5% DamageBuff(Psionic)
- 16.8% Defense(Smashing)
- 16.8% Defense(Lethal)
- 12.4% Defense(Fire)
- 12.4% Defense(Cold)
- 13% Defense(Energy)
- 13% Defense(Negative)
- 3% Defense(Psionic)
- 9.88% Defense(Melee)
- 8.94% Defense(Ranged)
- 7.69% Defense(AoE)
- 3.6% Max End
- 4% Enhancement(Heal)
- 37.5% Enhancement(RechargeTime)
- 27% Enhancement(Accuracy)
- 182.7 HP (9.75%) HitPoints
- MezResist(Held) 2.75%
- MezResist(Immobilize) 8.8%
- MezResist(Sleep) 2.2%
- MezResist(Terrorized) 2.2%
- 1.5% (0.03 End/sec) Recovery
- 86% (6.73 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 10% RunSpeed
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Well, since defense above 45% doesn't help you except in the case of defense debuffs, I certainly wouldn't slot for defense bonuses above 48-50%, so I think you have gone overboard, especially for melee and AoE defense. And since you don't want Hasten, I agree that Recharge bonuses would be a good choice to make KoB, Shield Charge, and Foot Stomp available more often.
A lot of the largest recharge bonuses come in PvP and purple sets, but you can accrue a fair amount of recharge without them. The most obvious choice is LotG +Recharge IOs if you have the influence or merits to get them. Crushing Impact, Mocking Beratement, Doctored Wounds, Decimation, and Positron's Blast all have decent recharge bonuses, and there is a complete list here:
http://wiki.cohtitan.com/wiki/Catego...prove_Recharge
Just be sure you don't gimp your build in other ways while chasing defense and recharge bonuses. IMO, having fully slotted primary powers and attacks is more important than getting that last little bit of recharge. In your build, I would find a way to take Haymaker and KoB much sooner; you'll want those attacks if you ever do lower level TFs.
Here's the sort of thing that I would do with your build to max out recharge without making a lot of sacrifices in other ways. I used LotG +Recharges wherever possible, which is going to be very expensive, but you can initially slot in another LotG piece and replace as you collect the +Recharges. Also note that I took out the BotZ -KB; Shield Defense doesn't really need additional KB protection if AD is perma'ed. Melee defense is still higher than it needs to be, but the rest of the build is solid so I decided not to worry about that.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Faithful Protector: Level 50 Science Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(3), LkGmblr-Def/EndRdx/Rchg:50(9), LkGmblr-Def:50(15), ResDam-I:50(37), ResDam-I:50(40)
Level 1: Jab -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/EndRdx:50(11), C'ngImp-Acc/Dmg/Rchg:50(13)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(3), LkGmblr-Def/EndRdx/Rchg:50(9), LkGmblr-Def:50(15)
Level 4: True Grit -- ResDam-I:50(A), ResDam-I:50(5), S'fstPrt-ResDam/Def+:30(7), Numna-Heal/EndRdx:50(37), Numna-Heal:50(37), Numna-Heal/Rchg:50(40)
Level 6: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(7)
Level 8: Against All Odds -- EndRdx-I:50(A)
Level 10: Haymaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(17), C'ngImp-Dmg/Rchg:50(17), C'ngImp-Acc/Dmg/Rchg:50(34), C'ngImp-Acc/Dmg/EndRdx:50(50)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(13)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Mrcl-Heal/EndRdx:40(A), Mrcl-Heal/Rchg:40(19), Mrcl-Heal:40(19), Mrcl-Rcvry+:40(23), Numna-Regen/Rcvry+:50(46)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc/Rchg:50(23)
Level 22: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(25), C'ngImp-Dmg/Rchg:50(25), C'ngImp-Acc/Dmg/Rchg:50(43), C'ngImp-Dmg/EndRdx/Rchg: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(27), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(40)
Level 28: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(29), GSFC-ToHit/Rchg/EndRdx:50(29), GSFC-Rchg/EndRdx:50(36), GSFC-ToHit/EndRdx:50(36), GSFC-Build%:50(36)
Level 30: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(31), Mocking-Taunt/Rchg/Rng:50(31), Mocking-Acc/Rchg:50(31), Mocking-Rchg:50(33), Mocking-Taunt/Rng:40(46)
Level 32: One with the Shield -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(33), Heal-I:40(33)
Level 35: Kick -- FrcFbk-Rechg%:50(A)
Level 38: Foot Stomp -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(39), M'Strk-Dmg/Rchg:50(39), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(43), M'Strk-Dmg/EndRdx/Rchg:50(46)
Level 41: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(42), ImpArm-ResDam/EndRdx/Rchg:40(42), ImpArm-ResDam:40(42)
Level 44: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(45), LkGmblr-Def/EndRdx/Rchg:50(45), LkGmblr-Def:50(45)
Level 47: Hurl -- 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: Grant Cover -- LkGmblr-Rchg+:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 6: Ninja Run
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Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 9.56% Defense(Smashing)
- 9.56% Defense(Lethal)
- 8.31% Defense(Fire)
- 8.31% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 4.88% Defense(Psionic)
- 12.4% Defense(Melee)
- 9.25% Defense(Ranged)
- 8.94% Defense(AoE)
- 4.05% Max End
- 65% Enhancement(RechargeTime)
- 5% Enhancement(Heal)
- 64% Enhancement(Accuracy)
- 14% FlySpeed
- 246 HP (13.1%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 6.6%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 3.85%
- 14.5% (0.24 End/sec) Recovery
- 52% (4.07 HP/sec) Regeneration
- 0.95% Resistance(Fire)
- 0.95% Resistance(Cold)
- 14% RunSpeed
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It's been a while since I've seen Starman's charts, but I thought they were about even for ST damage, with Axe pulling ahead with some levels of recharge. Could be misremembering, though.
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Quote:Are you talking about the numbers of targets for CC/Pendulum here? If so, could you direct me to wherever you saw information about it being changed?I did hear a little birdie mention that (dear lord finally) They will be switching them on the axe version as well. Catch 22 though, is of course that Axe will still have the same narrower cone though.
Why Pendulum was still max 5 targets was discussed when CC was changed to 10 targets, and my impression from Castle at that time was that the difference wasn't an oversight, but was done deliberately as a way to differentiate the two sets and give WM more of an AoE focus.
Things change, of course, but the sets are pretty well balanced now, and it seems that if they are going to change Pendulum to 10 targets it would reduce the differentiation between the sets unless they give WM something new, too. -
Here's something I wrote up when this question came up recently in the Brute forum:
Here's how I would compare the sets:
First four attacks for both all ST, Axe attacks have KD or KU, Mace attacks, 3 with stuns, one with KU. Mace has the highest damaging ST attack of the two. (Clobber)
One full PBAoE attack in each set, Axe's does KD, Mace's does stun. Mace's attack does slightly more damage than Axe's.
Two final attacks in both sets are cones that do KD; one narrow cone, one wide cone. Both of Axe's attacks do more damage per foe, but Mace's narrow code is wider, and its wide cone can hit more foes. (10 vs 5 for Axe)
The general consensus is that Mace has better AoE because of the differences in the last two attacks. However, some players prefer KD as damage mitigation or hate the "stun wander"; which gives Axe the edge for them.
Personally, I prefer Mace, because 1) My first tank was Invul/Mace, and I'm thrilled with the buffs it was given, and 2) I like having more than one form of damage mitigation in my secondary, and Clobber's auto-stun is extremely useful, and 3) I like Mace's greater AoE capacity since the changes to Shatter and Crowd Control.
As always, YMMV. -
Well, I would definitely recommend some changes, the first one being that you should take Knockout Blow. It's one of the premier attacks in SS, and I'd take it at 22. You could drop either Punch or Haymaker to make room for it. You're also taking Rage and Against All Odds way too late; AAC is your Taunt aura and you should take it by level 12. Take Rage as soon as it becomes available at 28.
Unless you're planning to "Hover Tank" and use Hover all the time, I think you'd be better off with Air Sup as a prereq for Fly. A lot of tanks take CJ/SJ rather than Fly, but Fly is good choice too--I like it better as a travel power and I take it on most of my tanks.
IMO, your first priority as a Shield tank should be to soft-cap your positional defense. Doing so will make a huge difference in survivability, and it's not to difficult do to with Shields. The first thing you should do to that end is to get the Steadfast +def unique and slot it in True Grit or Tough. You're already over the soft-cap for AoE, so all you'll need is at least one set that gives a Melee defense bonus and at least one set that gives a Ranged defense bonus--Touch of Death and Mako's Bite are good examples. Unless you're planning on using Boxing on a regular basis, drop the slots from Boxing and use them to wherever else you might need them.
Some other slotting issues:
Tough and Weave are overslotted for end reduction. 4 slots is plenty for both, (unless you are slotting for a really desirable bonus) so just use all the res/def pieces in whatever set you choose.
Phalanx Fighting is overslotted for someone who mostly solos; the 5% defense you get without allies in range is unenhanceable so those extra slots will do you no good most of the time.
I like Taunt and have it on all my tanks, but I agree it's less useful for someone who mainly solos. You may want to consider replacing it with Grant Cover; GC's defense won't be helpful solo, but the defense debuff resistance it provides definitely will.
Here's what I would do with your build; besides moving things around the only other changes I made were to drop Hover for Air Sup and Taunt for Grant Cover:
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Lilac Aegis: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(3), LkGmblr-Def/Rchg:50(3), Aegis-ResDam/EndRdx:50(5), Aegis-ResDam/Rchg:50(5), Aegis-ResDam:50(7)
Level 1: Jab -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(7), Mako-Dmg/Rchg:50(17), Mako-Acc/EndRdx/Rchg:50(19), Mako-Acc/Dmg/EndRdx/Rchg:50(19), Mako-Dam%:50(25)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(21), LkGmblr-Def/EndRdx/Rchg:50(21), LkGmblr-Def:50(23)
Level 4: Haymaker -- T'Death-Acc/Dmg:40(A), T'Death-Dam%:40(23), T'Death-Dmg/EndRdx:40(31), T'Death-Dmg/Rchg:40(31), T'Death-Acc/Dmg/EndRdx:40(33), T'Death-Dmg/EndRdx/Rchg:40(33)
Level 6: Air Superiority -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(9), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(40), C'ngImp-Acc/Dmg/EndRdx:50(45)
Level 8: Against All Odds -- EndRdx-I:50(A)
Level 10: True Grit -- Heal-I:50(A), Heal-I:50(11), Heal-I:50(11), ResDam-I:50(13), ResDam-I:50(13), S'fstPrt-ResDam/Def+:30(15)
Level 12: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(17)
Level 14: Fly -- Flight-I:50(A)
Level 16: Swift -- Run-I:50(A)
Level 18: Health -- Heal-I:50(A), Heal-I:50(33), Heal-I:50(34)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(34), EndMod-I:50(34)
Level 22: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(25), C'ngImp-Dmg/Rchg:50(37), C'ngImp-Acc/Dmg/Rchg:50(42), C'ngImp-Dmg/EndRdx/Rchg:50(43)
Level 24: Phalanx Fighting -- Ksmt-ToHit+:30(A)
Level 26: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(29), Oblit-Acc/Dmg/EndRdx/Rchg:50(29), Oblit-%Dam:50(31)
Level 28: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(37), GSFC-ToHit/Rchg/EndRdx:50(37), GSFC-Rchg/EndRdx:50(42), GSFC-ToHit/EndRdx:50(42), GSFC-Build%:50(43)
Level 30: Boxing -- Acc-I:50(A)
Level 32: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(43), Aegis-ResDam/EndRdx/Rchg:50(45), Aegis-ResDam:50(45), Aegis-EndRdx/Rchg:50(46)
Level 35: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(36), LkGmblr-Def/EndRdx/Rchg:50(36), LkGmblr-Def:50(36)
Level 38: Foot Stomp -- Erad-Acc/Dmg/Rchg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Erad-%Dam:30(39), Sciroc-Acc/Dmg/EndRdx:50(40), Sciroc-Dmg/EndRdx:50(40)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- Efficacy-EndMod:50(A), Efficacy-EndMod/EndRdx:50(46), Efficacy-EndMod/Rchg:50(46), Heal-I:50(48), Heal-I:50(48)
Level 47: Energy Torrent -- Posi-Dmg/Rng:50(A), Posi-Dmg/Rchg:50(48), Posi-Dmg/EndRdx:50(50), Posi-Acc/Dmg:50(50), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: Grant Cover -- DefBuff-I:50(A)
------------
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:- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 12.1% Defense(Fire)
- 12.1% Defense(Cold)
- 9.25% Defense(Energy)
- 9.25% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 10.8% Defense(Ranged)
- 11.8% Defense(AoE)
- 1.8% Max End
- 21.3% Enhancement(RechargeTime)
- 50% Enhancement(Accuracy)
- 5% FlySpeed
- 238.9 HP (12.8%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 6.05%
- MezResist(Immobilize) 10.5%
- MezResist(Stun) 2.2%
- 6.5% (0.11 End/sec) Recovery
- 40% (3.13 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 15% RunSpeed
- 2.5% XPDebtProtection
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Absorber, your build is a good start, though I'd recommend a few slotting changes:
1. Instead of a plain Acc IO as the fifth slot in for the Kinetic Combat sets, try one of the set IOs that has both accuracy and damage plus whatever else you want; the Mako's Acc/Dam/End/Rchg is a common choice. That way, you're to the ED cut-off for damage as well as having enough accuracy.
2. Anything slotted with just Eradication or Obliteration is going to be underslotted for end reduction, which is problem, especially for Icicles, a .52 EPS toggle. You can probably get away with one attack fully slotted with either set, and Lightning Rod is the obvious choice since it benefits most from the high recharge. I recommend just 3 or 4 Eradication and then finish slotting with another set, with emphasis on end reduction. Scirocco's Dervish is a good choice, since two slots give a 10% regen bonus.
3. Drop the full Scirocco's set in Thunderstrike, and replace it with Erad + Scirocco's like Jacob's Ladder and Icicles. That will get you to the soft-cap for E/NE without EA. If you wanted the F/C def bonus from the Scirocco's set, a better way to do it would be to take a slot from Thunderstrike or Hibernate and put a fifth Mocking Beratement slot in Taunt.
4. IMO, the best slotting for EA is to try to max out defense, recharge, and end mod. There's no end mod enhancement in your current slotting at all, so I'd recommend doing 3 or 4 defense set IOs with 2 or 3 end mod IOs.
5. Consider putting a Kismet +Acc in CJ; it's an easy way to get an additional 6% ToHit.
Here's the build with the changes I recommended:
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: Ice Armor
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(3), LkGmblr-Def/EndRdx/Rchg:50(3), LkGmblr-Def/Rchg:50(9)
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36), Mako-Acc/Dmg/EndRdx/Rchg:50(36)
Level 2: Hoarfrost -- Numna-Heal/Rchg:50(A), Numna-EndRdx/Rchg:50(5), Numna-Heal/EndRdx/Rchg:50(5), Mrcl-EndRdx/Rchg:40(7), Mrcl-Heal/Rchg:40(7), S'fstPrt-ResDam/Def+:30(9)
Level 4: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(34), Mako-Acc/Dmg/EndRdx/Rchg:50(34)
Level 6: Chilling Embrace -- EndRdx-I:50(A)
Level 8: Jacobs Ladder -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(11), Erad-Dmg/Rchg:30(11), Sciroc-Dmg/EndRdx:50(13), Sciroc-Acc/Dmg/EndRdx:50(13)
Level 10: Wet Ice -- EndRdx-I:50(A)
Level 12: Taunt -- Zinger-Taunt:50(A), Zinger-Acc/Rchg:50(33), Zinger-Taunt/Rchg:50(46), Zinger-Taunt/Rchg/Rng:50(46), Zinger-Dam%:50(48)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Thunder Strike -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(17), Erad-Acc/Dmg/Rchg:30(17), Sciroc-Dmg/EndRdx:50(33), Sciroc-Acc/Dmg/EndRdx:50(33)
Level 18: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(19), RgnTis-Regen+:30(19), Heal-I:50(46)
Level 20: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(21), Efficacy-EndMod/EndRdx:50(21)
Level 22: Icicles -- Erad-%Dam:30(A), Erad-Dmg/Rchg:30(23), Erad-Acc/Dmg/Rchg:30(23), Erad-Acc/Dmg/EndRdx/Rchg:30(31), M'Strk-Dmg/EndRdx:50(37), M'Strk-Acc/Dmg/EndRdx:50(37)
Level 24: Glacial Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(25), LkGmblr-Def:50(25), LkGmblr-Def/Rchg:50(27)
Level 26: Energy Absorption -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(27), GftotA-Def/Rchg:40(29), P'Shift-EndMod:50(29), P'Shift-EndMod/Rchg:50(31), P'Shift-EndMod/Acc/Rchg:50(31)
Level 28: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42), P'ngS'Fest-Acc/Dmg:30(42), P'ngS'Fest-Dmg/Rchg:30(43)
Level 30: Combat Jumping -- Ksmt-ToHit+:30(A)
Level 32: Hibernate -- Numna-Heal/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(43), Numna-Heal:50(43)
Level 35: Super Jump -- Jump-I:50(A)
Level 38: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
Level 41: Block of Ice -- BasGaze-Acc/Hold:30(A), BasGaze-Rchg/Hold:30(42)
Level 44: Ice Blast -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(45), Dev'n-Dmg/Rchg:50(45), Dev'n-Acc/Dmg/Rchg:50(45)
Level 47: Shiver -- CtlSpd-Acc/Slow:30(A), CtlSpd-Dmg/Slow:30(48), CtlSpd-Acc/EndRdx:30(48), CtlSpd-EndRdx/Rchg/Slow:30(50)
Level 49: Ice Storm -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(50), Posi-Acc/Dmg/EndRdx: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:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 17.4% Defense(Smashing)
- 17.4% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 14.9% Defense(Energy)
- 14.9% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 8.94% Defense(Ranged)
- 3% Defense(AoE)
- 5.4% Max End
- 2% Enhancement(JumpHeight)
- 2% Enhancement(FlySpeed)
- 2% Enhancement(JumpSpeed)
- 2% Enhancement(RunSpeed)
- 10% Enhancement(RechargeTime)
- 27% Enhancement(Accuracy)
- 5% FlySpeed
- 337.3 HP (18%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 9.35%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.75%
- 8.5% (0.14 End/sec) Recovery
- 106% (8.29 HP/sec) Regeneration
- 4.08% Resistance(Fire)
- 1.58% Resistance(Cold)
- 5% RunSpeed
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Quote:I agree with you about being able to soft-cap S/L/E/NE without EA, but, wow, that's an expensive build. I'm sure it's very effective, but I wouldn't want the OP to think that you have to spend that much on IOs to get a decent Ice tank.I like 3 parts Shield Wall in my armors and a LotG 7.5%. In general, I go for Max HP, regeneration, and recharge. Even though I could get perma-HF with Hasten, I prefer to use it as a massive heal basically resetting the green bar in combat, so the Max Hp helps me save Hoar Frost for this. I also try to softcap SM/L/Eng/Neg without any application of Energy Absorption.
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Quote:For Ice Armor, I'd consider these IOs/sets for typed defense bonuses:So what are the best/good enough inexpensive sets to look at?
Steadfast Protection +Def unique (this is pretty much essential, and by itself will nearly eliminate the need for Maneuvers to soft-cap)
Reactive Armor (4 slots)
Mocking Beratement (4-6 slots)
Perfect Zinger (6 slots)
Aegis (3-5 slots)
Eradication (3-4 slots)
Kinetic Combat (4 slots--great set but very pricey)
Smashing Haymaker (4 slots)
Rectified Reticle (2 slots)
Thunderstrike (3-6 slots)
Basilisk's Gaze (2 slots)
Pulverizing Fisticuffs (3 slots)
Pounding Slugfest (3 slots)
For your defense powers, I think Luck of the Gambler and Gift of the Ancients have by far the best bonuses. If you don't get the LotG +Recharge, that set isn't super expensive, and GotA tends to be even less.
I don't recommend Red Fortune for a typed defense build; armor toggles usually don't need more than 4 slots, and it takes 6 slots to get a decent bonus with RF. Ice is easy enough to soft-cap that you shouldn't need to waste slots like that.
EDIT: I notice that you didn't mention the Fighting Pool in your OP; note that although you can soft-cap Ice Armor without Weave, if you want to soft-cap with minimal investment in IOs, Weave is definitely the way to go, and CJ is extremely helpful too. -
Quote:In terms of enemy resistances, I believe it goes Lethal > Energy > Negative Energy. But keep in mind that although Mid's averages it out for you, the NE damage will always be in D.O.T. form, and the damage from the proc will come all at once--a 20% chance of 72 points of damage every 10 seconds for every target in range. Since the additional damage from the Erad damage IO is past the ED cut-off, if you go that route it'll only add something like .4 points of damage per pulse.I have two remaining questions: The average damage for Death Shroud with a proc (either Eradication's Energy or Scirocco's Lethal) are one point of damage less than just slotting an Eradication: Dmg. I assume that Energy is less resisted by mobs than Lethal, but is Energy resisted less than Negative? Because if one is not resisted less than it would seem to make more sense for me to leave it as is and forgo the Proc in that power.
Personally, I think the proc would be more useful since it gives you a bit of burst damage along with the D.O.T. Also, keep in mind that although NE is in general resisted less than energy, there will be some targets that have high resists to NE, (CoT ghosts, IIRC) that probably won't resist energy damage. Having a mix of damage types is always useful, IMO.
Quote:Secondly, never having used Dark Consumption before, would it be worth dropping one of the Eradications in it and replacing it with an end mod or endmod/recharge (I'd still get Eradication's defense set bonus in that case, and the per-enemy recovery would go from 25% to 31.6 or 35.6%)
Quote:Finally, I switched the Acc in Boxing with an Acc/Dam Hami-o. -
Quote:That's fine, it's really up to you; as I said, OG has good accuracy unslotted. (Unlike Cloak of Fear) I do recommend the Kismet +Acc, though, it'll help with OG, your attacks, and Dark Regen too.Alright, thanks
Since I just got this guy up to OG today and was underwhelmed I think I'm going to slot the AbsAmz so at least it will still have some useful effect on LTs.
Quote:What about slotting a Scirocco's Dervish +Lethal Proc in Death Shroud in place of one of the other Scirocco's D pieces? -
Currently, the Tanker Tuesday schedule is as follows:
1st Tuesday of the Month: Champion
2nd Tuesday of the Month: Justice
3rd Tuesday of the Month: Freedom
The TTs on the 4th and if applicable, 5th Tuesdays are run irregularly on other servers, by request.
All TTs start at 9:00 pm EDT; tanks gather at the IP gate in King's Row. All types and levels of tanks are welcome. -
Quote:OG has decent accuracy without slotting, but a Acc/Stun or Acc/Stun/Rchg would work well.Ok thanks, that makes sense to me. I do have a couple of questions though:
- With removing all the slots from OG, would I be better served with something higher than AbsAmz-Proc? Something like Stun/Rng or Acc/Stun/Rech?
- How much earlier would you suggest Soul Drain (ie, what would you bump for it?)
Here's a quick reordering of your build. If you can't stand waiting so late to take SJ, you could push the entire Fighting Pool back to 41-44-47.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Dark Embrace -- Empty(A)
Level 1: Shadow Punch -- Empty(A)
Level 2: Smite -- Empty(A)
Level 4: Murky Cloud -- Empty(A)
Level 6: Shadow Maul -- Empty(A)
Level 8: Obsidian Shield -- Empty(A)
Level 10: Taunt -- Empty(A)
Level 12: Combat Jumping -- Empty(A)
Level 14: Dark Regeneration -- Empty(A)
Level 16: Hurdle -- Empty(A)
Level 18: Health -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Death Shroud -- Empty(A)
Level 24: Siphon Life -- Empty(A)
Level 26: Oppressive Gloom -- Empty(A)
Level 28: Soul Drain -- Empty(A)
Level 30: Cloak of Darkness -- Empty(A)
Level 32: Boxing -- Empty(A)
Level 35: Dark Consumption -- Empty(A)
Level 38: Midnight Grasp -- Empty(A)
Level 41: Tough -- Empty(A)
Level 44: Weave -- Empty(A)
Level 47: Super Jump -- Empty(A)
Level 49: Soul Transfer -- Empty(A)
------------
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: -
Here's what I would do with your build; this version has better slotted attacks and higher E/NE defense. Note that IMO Soul Drain should be taken much earlier, I just didn't want to have to reshuffle all the powers and slots.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Sikataa: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(9), RctvArm-ResDam/Rchg:40(11), S'fstPrt-ResDam/Def+:30(23), S'fstPrt-ResKB:30(23)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
Level 2: Smite -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:50(27)
Level 4: Shadow Maul -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(13), Erad-Dmg/Rchg:30(13), Sciroc-Dmg/EndRdx:50(33), Sciroc-Acc/Dmg/EndRdx:50(42)
Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam:40(15), RctvArm-ResDam/Rchg:40(31)
Level 8: Dark Regeneration -- Theft-Acc/EndRdx/Rchg:30(A), Theft-+End%:30(11), Theft-Acc/EndRdx/Heal:30(46), Nictus-Acc/EndRdx/Heal/HP/Regen:50(46), Nictus-Acc/EndRdx/Rchg:50(50)
Level 10: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam:40(19), RctvArm-ResDam/Rchg:40(33)
Level 12: Combat Jumping -- DefBuff-I:50(A), Krma-ResKB:30(17), Ksmt-ToHit+:30(36)
Level 14: Super Jump -- Jump-I:30(A)
Level 16: Swift -- Run-I:50(A)
Level 18: Health -- Mrcl-Rcvry+:20(A), Mrcl-Heal:20(19), Numna-Regen/Rcvry+:30(34)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-End%:21(21)
Level 22: Death Shroud -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(25), Erad-Acc/Dmg/Rchg:30(25), Erad-Acc/Dmg/EndRdx/Rchg:30(27), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg/EndRdx:50(42)
Level 24: Taunt -- Mocking-Taunt:50(A), Mocking-Acc/Rchg:50(33), Mocking-Taunt/Rchg:50(34), Mocking-Taunt/Rchg/Rng:50(37), Mocking-Rchg:50(42)
Level 26: Oppressive Gloom -- Amaze-ToHitDeb%:50(A)
Level 28: Cloak of Darkness -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(29), GftotA-Def/Rchg:40(29), GftotA-Def/EndRdx/Rchg:40(39)
Level 30: Siphon Life -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(34), Nictus-Heal/HP/Regen/Rchg:50(40), Nictus-Acc/EndRdx/Heal/HP/Regen:50(46)
Level 32: Boxing -- Acc-I:35(A)
Level 35: Dark Consumption -- Erad-Dmg/Rchg:30(A), Erad-Acc/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(36), Erad-Acc/Dmg/EndRdx/Rchg:30(37)
Level 38: Tough -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(39), RctvArm-ResDam/EndRdx/Rchg:35(40), RctvArm-ResDam:40(40)
Level 41: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(45), GftotA-Def/EndRdx/Rchg:40(45), GftotA-Def:40(50)
Level 47: Soul Drain -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(48), Erad-Acc/Dmg/Rchg:30(48), Erad-Acc/Dmg/EndRdx/Rchg:30(48), Erad-Acc/Rchg:30(50)
Level 49: Soul Transfer -- Dct'dW-Heal/Rchg:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 1: Ninja Run
------------
Set Bonus Totals:- 27.4% Defense(Smashing)
- 27.4% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 20.5% Defense(Energy)
- 20.5% Defense(Negative)
- 3% Defense(Psionic)
- 15.2% Defense(Melee)
- 11.8% Defense(Ranged)
- 4.56% Defense(AoE)
- 9% Max End
- 267.1 HP (14.3%) HitPoints
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 15.4%
- 8% (0.13 End/sec) Recovery
- 30% (2.35 HP/sec) Regeneration
- 5% Resistance(Fire)
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Quote:You don't need to do that; just adding an additional Reactive Armor set to Tough and fully slotting Weave will get you over the soft-cap for S/L. Personally, I think slotting Multi Strike for the typed defense bonuses is a waste; way too many slots for relatively little bonus.Would it be worth it to get to the soft cap in s/l at the cost of losing the defense from everything else?
Because I could just switch out the Scirocco's Dervishes for Multi-Strike in that case.
There are other issues with your build that you should consider addressing; for one, all the attacks that are slotted with Kinetic Combat are underslotted for accuracy and damage. Also, Death Shroud and Weave are underslotted for end reduction; DS should have at least 60% end red, and Weave at least 40%. As Rangle suggested, you can pull some slots from Op Gloom to 5-slot Taunt and put additional slots in your attacks or Weave.
Ditto on Soul Drain and Cloak of Darkness for end reduction; and you should be taking Soul Drain much earlier than level 47. I also think you should strongly consider slotting Siphon Life as an attack--it does superior damage which is just as important as the fact that it's a heal. (Especially since you have Dark Regen, a far better heal.)
EDIT: IMO, you won't be able to soft-cap S/L/E/NE/F/C without seriously compromising your build, so the key is to prioritize: S/L first, then E/NE, then some F/C. If you have to give up some F/C def to get more S/L/E/NE, it's worth the trade-off, IMO, since F/C damage is so much less common than S/L/E. -
I foresee a huge problem with endurance on this build. Not only did you skip Consume, but you have 4 powers fully slotted with Obliteration, therefore underslotted for end reduction--including Blazing Aura, a .52 EPS toggle! At the very least, I'd re-slot BA, drop RotP or one of the APP attacks and pick up Consume.
Personally, I think you're giving up too much in your quest to soft-cap S/L defense, but if you're determined to do so, I would recommend something like this. In this build the two upper level ST attacks are fully slotted, and you have a little more E/NE defense. Consume will help too, but I'd still be concerned about the three attacks that are slotted with Oblit sets.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Pyronomics team final: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Blazing Aura -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(3), Erad-Acc/Dmg/EndRdx/Rchg:30(3), Sciroc-Dmg/EndRdx:50(5), Sciroc-Acc/Dmg/EndRdx:50(5)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(7), KntkC'bat-Dmg/Rchg:35(9)
Level 2: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam:40(11), RctvArm-ResDam/EndRdx/Rchg:40(19)
Level 4: Healing Flames -- Mrcl-EndRdx/Rchg:30(A), Numna-Heal/EndRdx/Rchg:50(9), Mrcl-Heal/Rchg:35(15), Mrcl-Heal:35(17), Numna-Heal/Rchg:30(17)
Level 6: Combat Jumping -- DefBuff-I:50(A), Zephyr-ResKB:50(23)
Level 8: Hurdle -- Jump-I:30(A)
Level 10: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:35(13), Zinger-Taunt/Rchg/Rng:35(13), Zinger-Acc/Rchg:35(15), Zinger-Dam%:50(25), Zinger-Taunt/Rng:30(45)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(19), RctvArm-ResDam/EndRdx/Rchg:40(21), RctvArm-ResDam:40(21)
Level 14: Super Speed -- Zephyr-ResKB:35(A)
Level 16: Health -- Numna-Heal:30(A), Numna-Regen/Rcvry+:30(37)
Level 18: Combustion -- Oblit-Dmg:35(A), Oblit-Acc/Rchg:35(27), Oblit-Dmg/Rchg:35(29), Oblit-Acc/Dmg/Rchg:35(29), Oblit-Acc/Dmg/EndRdx/Rchg:30(34), Oblit-%Dam:30(42)
Level 20: Stamina -- P'Shift-EndMod:40(A), P'Shift-EndMod/Rchg:40(23), P'Shift-End%:40(31)
Level 22: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Knock%:35(45)
Level 24: Tough -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(33), ResDam-I:50(33)
Level 26: Burn -- Oblit-Dmg:30(A), Oblit-Acc/Rchg:30(31), Oblit-Dmg/Rchg:30(31), Oblit-Acc/Dmg/Rchg:30(33), Oblit-Acc/Dmg/EndRdx/Rchg:30(42), Oblit-%Dam:30(45)
Level 28: Fire Sword Circle -- Oblit-Dmg:35(A), Oblit-Acc/Rchg:35(34), Oblit-Dmg/Rchg:35(34), Oblit-Acc/Dmg/Rchg:35(36), Oblit-Acc/Dmg/EndRdx/Rchg:35(36), Oblit-%Dam:35(36)
Level 30: Fiery Embrace -- RechRdx-I:50(A)
Level 32: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(37), RechRdx-I:50(39)
Level 35: Incinerate -- 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(46)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:30(40), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
Level 41: Stone Prison -- Enf'dOp-Acc/Rchg:35(A), Enf'dOp-Acc/Immob/Rchg:50(42), Enf'dOp-EndRdx/Immob:30(43), Enf'dOp-Acc/EndRdx:30(43), Enf'dOp-Immob/Rng:30(43), Enf'dOp-Acc/Immob:50(46)
Level 44: Quick Sand -- TmpRdns-EndRdx/Rchg/Slow:50(A)
Level 47: Consume -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(48), Erad-Acc/Dmg/EndRdx/Rchg:30(48), P'Shift-EndMod/Rchg:50(48)
Level 49: Weave -- LkGmblr-Def/EndRdx:30(A), LkGmblr-Def:30(50), LkGmblr-Rchg+:30(50), LkGmblr-Def/EndRdx/Rchg:30(50)
------------
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:- 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)
- 35.2% Defense(Smashing)
- 35.2% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 11.8% Defense(Energy)
- 11.8% Defense(Negative)
- 3% Defense(Psionic)
- 29.9% Defense(Melee)
- 7.38% Defense(Ranged)
- 3% Defense(AoE)
- 3.6% Max End
- 36% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 31.3% Enhancement(RechargeTime)
- 5% FlySpeed
- 203.8 HP (10.9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 13.2%
- MezResist(Stun) 6.6%
- MezResist(Terrorized) 2.75%
- 20% Perception
- 4% (0.07 End/sec) Recovery
- 54% (4.22 HP/sec) Regeneration
- 1.88% Resistance(Negative)
- 5% RunSpeed
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Compared to what? It only has three toggles, two of which have the standard end cost (.26 EPS) and one that costs slightly less. (.21 EPS) Dull Pain has a moderate end cost and a long timer so it's not going to have a huge impact on your end use.
Now, although it's notable that Invul doesn't have a end recovery power, it would be hard to find a defense set that uses less endurance, other than specialty sets like Regen and Willpower. -
Quote:Whirling Mace has the same radius as Whirling Hands and Whirling Axe, but does slightly more damage. IMO, Whirling Mace isn't a highlight of the set like Crowd Control, or like Foot Stomp is for SS, but worth taking nonetheless.To expand on the thought though, I just got my macer into the 20's. Whirling mace is bad, like, whirling hands bad. It could be I've just been spoiled with spin and FSC (not to mention Foot Stomp). I was hoping for a bit more in the sets PBAoE. Crowd control does look nice, and shatter looks about par for the course.
Quote:One thing that you are going to notice soon and often, is that divine avalanche is broken good. You're going to miss it coming over to a brute. You do get a small chance for disorient to provide some mitigation. The disorient will never be as consistent or useful as a flat out +Def though. -
Quote:It really depends on whether you want to get as close to the defense soft-cap as possible, or whether you opt for a smaller amount of defense. Either is a viable strategy for Dark, and skipping Weave or the entire Fighting Pool does open up your options for other power picks.Cool! Thanks for the plan, it looks pretty cool, but I do want those fear powers. Seems like dark has a lot of cool stuff, and none of it do I really want to give up
.
How bad of shape would I be in if I went without Tough/Weave on this set? With all the negative accuracy I'll be pumping out, and the resists I'll get from my powers, I might be alright?
If I can't, I might have to just skip a travel power, and let sprint/ninja run do all the work. Though I'll still pick up combat jumping, just because its so cheap, and decent defense.
I have around 30% defense on my Dark/Mace tank without Weave or CJ, but that's with three sets of Kinetic Combat. You could probably hit 20-25% S/L defense without Weave or a huge expenditure on IOs, and that would still significantly increase your survivability. -
Hmm, well, first off, I think you should Siphon Life much earlier and slot it as an attack; it does good damage as well as providing a small heal. You may want to consider dropping Smite instead if you need the room for another power. Also, if you're going to take Cloak of Fear, I'd take Touch of Fear as well so you have the advantage of stacking fears. Personally, I'm not a fan of Soul Transfer, so I'd drop ST to get ToF, but your call. Oh, and definitely take Ob Shield before level 18; it's your mez protection and you'll need it.
I don't know whether your slot assignments are random or not, but as a rule the Dark shield toggles don't need more than 4 slots--the equivalent of 3xResistance, 1xEnd Reduction. Op Gloom is also very overslotted unless you're using it to get an IO set bonus, one or two slots is plenty. If you're interested in building up defense, Cloak of Darkness needs more slots; it has the same base defense as Weave, and should be slotted similarly.
A couple of other notes about Dark Armor:
If you're not going to get Acrobatics, you'll need a least one -KB IO for KB protection; two or three would be better if you're planning on team tanking a lot. The Steadfast Protection -KB can be slotted in any resist power and/or Karma in CJ, CoD or Weave.
Lastly, Dark Armor has three powers that have a very high endurance cost, Dark Regen, Death Shroud, and Cloak of Fear. Be sure to slot all three of them heavily for end reduction--I'd recommend at least 60% end reduction for each one.
Hope that helps! -
I'll reiterate what some of the others have said; some of your toggles are overslottted, some underslotted, you don't have enough attacks, and you can't take Fly without a prereq. I'd also add that slotting for KB protection is completely unnecessary (Unyielding takes care of that) and slotting for Psi resistance is pointless unless you're going to focus your build around that goal--which I wouldn't recommend.
I think the first thing you need to decide is whether you're going to build for defense and reach the soft-cap, or pursue some other goal. You've got Weave, which is a good start on the soft-cap, and if you want to go that route, look at the other Inv/SS thread on the first page to get some slotting suggestions.
If you don't want to try for the soft-cap, that's fine, but I would recommend Unstop in that case. One alternative is to go for regen, recovery, and recharge bonuses, with enough defense bonuses to be significantly more durable that an SO'd Invul tank. That route doesn't necessarily require Tough and Weave, which will open up some options for additional powers. -
On the whole, looks fine. However, keep in mind that 6-slotting Foot Stomp with Eradication has its drawbacks; it won't be doing full damage except when the proc hits, and it's very underslotted for end reduction. That may not be a problem with the additional recovery in Physical Perfection, but it's something to keep in mind if you start running out of end when using FS a lot.