Finduilas

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  1. Just one caveat; if you're going to do the "play until 14" method, keep in mind that although Mace uses mostly stuns as damage mitigation in the early attacks, the last two attacks are high-probability KD attacks.

    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.

    Hope that helps!
  2. Finduilas

    Returning Vet

    It's a fine combo. War Mace has plenty of damage mitigation from Stuns and KD, and Shield Defense is very easy to soft-cap with IOs. And between Shield Charge and War Mace's 3 AoE attacks, you'll have plenty of AoE damage options.

    There's even a relatively recent guide for the combo, here:

    http://boards.cityofheroes.com/showthread.php?t=132014
  3. Well, one problem I see is that you've got a passive power (Stone Skin) slotted for 74% end reduction and a high-endurance (.52 EPS) damage toggle with only 42% end reduction. I'd pull two slots from Stone Skin (the End/Rchg and Psi Resist) and slot some more end reduction in Mud Pots; 60% or more would be good.

    Also, Rock Armor is unslotted for end reduction and underslotted for defense; if you're going to underslot anything, Stone Skin makes more sense since it has a lower base value and needs no endurance reduction. The common end red IO in Tough is unneeded, I'd pull that and put it in Rock Armor, plus a couple of slots from Stone Skin, so you can 4-slot LotG in RA.
  4. According to this chart:

    http://www.notebookcheck.net/Compari...rds.130.0.html

    the 9300 and 8400 are both Class 3, "Low-Midrange" graphic cards. As such, I'd think that UM would be definitely out of the question, and you might have to turn some of the settings down in regular mode to get good framerates.

    If you want to use UM, I'd recommend sticking to the Class 1 cards, or maybe the top of the Class 2 cards, if you don't mind dialing back the UM features a bit. For general, non-UM purposes, I'd try to find a card in Class 2. Both of my kids have laptops with Class 2 cards, and their CoH performance is quite acceptable.
  5. Finduilas

    Question?

    Quote:
    Originally Posted by Logan Storm View Post
    Thanks Finduilas and aye I am I go through so much Endurance it's scary I
    have to slow my chains down to save from my toggles deactervating from
    lack of endurance, when that happens I face plant big time T_T

    Youd be supprised or probably not by the amount of Re-Breath I have to
    go through to keep my Endurancebar up while fighting mobs @_@
    From what I've seen of your build in the tanker forum, your attacks are very underslotted. Which means they a) use full endurance, b) miss often and still use full endurance, and c) do relatively little damage so you have to attack more often.

    Getting your attacks slotted properly, for instance, 1 SO accuracy, 1 SO end reduction, and 3 SOs damage will make a huge difference.
  6. Finduilas

    Question?

    Quote:
    Originally Posted by Logan Storm View Post
    Just entering my second Month and at level 28, my Tank Piffit is my first
    and main character, have a second and third, a Blaster and a Brute but I
    there more like pet projects really most my time is on my tank.

    But I do want Stamina and Health very much only somuch Quick Recover
    and some of the other Will-Power Powers can do!
    Sounds like you just missed the I17 freespec, unfortunately.

    However, Quick Recovery and Fast Healing provide bigger regen and recovery bonuses than Health and Stamina, and since most players chug along just fine with just Health and Stamina, you shouldn't be having a huge problem with endurance at this point. Not saying you shouldn't get them, but that waiting until late shouldn't be too big a hardship.

    I noticed that you posted your build in the Tanker forum, and that's a good start, because if you are having issues with endurance they can probably be solved with better slotting, at least until you level to the point where you can get Stamina.
  7. Quote:
    Originally Posted by Fleeting Whisper View Post
    Taunt enhancements increase duration. Duration of the taunt directly correlates with the effectiveness of the taunt on your Threat rating for the AI. (The Threat equation includes TauntDurationRemaining * 1000.)
    Understood, but doing greater damage also increases your Threat rating; I'd argue that fully slotting attacks for damage is a better use of slots. We occasionally see new players come in to the tanker forum that underslot attacks or slot them with Taunt sets only, thinking that's what they're "supposed" to do as a tank, so I'm concerned that talking about slotting attacks with Taunt encourages that sort of thinking.

    Besides, wouldn't it be a lot more efficient to slot a tanker's Taunt aura with Taunt duration enhancements rather than individual attacks? Generally the Taunt aura has a much stronger taunt effect than Gauntlet, plus it hits a lot more targets than most attacks.
  8. One small change: Tough and Weave are relatively high-end toggles and currently they're underslotted for end reduction. I'd use a Res/End/Rchg in Tough instead of the Psi resistance, (you have so little Psi resistance another 3% won't make a difference) and I'd pull a slot from Hasten to add a LotG Def/End/Rchg to Weave.

    Other than that, looks good!
  9. The first thing I'd recommend doing is pull the End and End/Rchg slots from Invinc and put them in Weave. You're over the soft-cap on E/NE def anyway, and fully slotting Weave will give you another 1.5% or so defense to everything.

    Other changes I'd recommend:

    Dull Pain needs another slot. I usually slot it with 5 Doctored Wounds (everything but the Heal/End/Rchg) but if you'd rather keep it frankenslotted, add a Harmonized Healing Heal/Rchg so you can hit the ED cut-off for Heal and Recharge.

    You're over the "rule of 5" limit for 1.5% E/NE def bonuses, so those Cleaving Blow sets aren't doing you any good. I'd drop them for 2 or 3 slots of Scirocco's Dervish, each of which which gives a 10% regen bonus. Alternatively, you could drop one CB set and replace the Reactive Armor set in RPD with three slots of Aegis for the F/C def bonus.

    Your Taunt slotting is fine, but you should consider replacing the Perfect Zinger proc with a 6th slot of MB for a cheap 7.5% recharge bonus.

    Mako's Bite isn't a particularly good choice for typed def, the return is small for the number of slots needed. If you want to save some influence, replace the MB set with 4 slots of Smashing Haymaker; same defense bonus at a fraction of the price. Keep the Mako's quad to use as the 5th slot.

    I'd also replace the Oblit set in Thunderstrike with another 3 Eradication or 5 slots of Scirocco's Dervish for the F/C def bonus.

    Slotting the defense sets with LotG isn't that expensive if you skip the +Recharge. But if that's out of your price range, consider 4-slotting Gift of the Ancients instead, it has very nice +recovery and +end bonuses.

    And if you can free up another slot, consider slotting the Kismet +Acc in CJ or Tough Hide for a nice 6% ToHit bonus.

    Also, personally I'd replace LBE with either Build Up or Hasten, but your call which you'd prefer.

    Here's the build with the changes I mentioned; nothing should be super expensive:

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Faradic Charge: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Electrical Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery
    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(5)
    Level 1: Charged Brawl -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13)
    Level 2: Dull Pain -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(7), Mrcl-Heal/Rchg(7), H'zdH-Heal/Rchg(31)
    Level 4: Jacobs Ladder -- Erad-Dmg(A), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/Rchg(9), Sciroc-Dmg/EndRdx(15), Sciroc-Acc/Dmg/EndRdx(29), Sciroc-Acc/Rchg(50)
    Level 6: Combat Jumping -- DefBuff-I(A)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(23)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(15), Mocking-Taunt/Rchg/Rng(17), Mocking-Acc/Rchg(17), Mocking-Taunt/Rng(19), Mocking-Rchg(19)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Jump -- Zephyr-Travel(A)
    Level 16: Health -- Heal-I(A), Heal-I(39), Heal-I(39)
    Level 18: Invincibility -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(23), GftotA-Def/EndRdx/Rchg(29), GftotA-Def(31)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/EndRdx(40), Efficacy-EndMod/Acc(40)
    Level 22: Thunder Strike -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(43), Sciroc-Dmg/EndRdx(43), Sciroc-Acc/Dmg/EndRdx(43), FrcFbk-Rechg%(46)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(27)
    Level 26: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(33), LkGmblr-Def(33), Ksmt-ToHit+(39)
    Level 28: Resist Physical Damage -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(37), Aegis-ResDam(37)
    Level 30: Chain Induction -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(33), S'ngH'mkr-Dmg/Rchg(34), S'ngH'mkr-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(37)
    Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
    Level 35: Resist Energies -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(36), RctvArm-ResDam(36)
    Level 38: Lightning Rod -- C'ngBlow-Dmg/EndRdx(A), Erad-Acc/Dmg/EndRdx/Rchg(42), Erad-Dmg/Rchg(42), C'ngBlow-Dmg/Rchg(46), C'ngBlow-Acc/Rchg(46), Erad-Dmg(48)
    Level 41: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(42), GftotA-Def/EndRdx/Rchg(45), GftotA-Def(45)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Physical Perfection -- EndMod-I(A), EndMod-I(48), P'Shift-End%(48)
    Level 49: Laser Beam Eyes -- Acc-I(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:
    • 19.9% Defense(Smashing)
    • 19.9% Defense(Lethal)
    • 9.25% Defense(Fire)
    • 9.25% Defense(Cold)
    • 18.6% Defense(Energy)
    • 18.6% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.4% Defense(Melee)
    • 10.8% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 9% Max End
    • 7.5% Enhancement(RechargeTime)
    • 119.5 HP (6.38%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 15.4%
    • 6.5% (0.11 End/sec) Recovery
    • 40% (3.13 HP/sec) Regeneration
    • 5% Resistance(Fire)
    • 3.13% Resistance(Negative)
    • 5% RunSpeed

    Code:
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  10. Quote:
    Originally Posted by Jade_Dragon View Post
    Does a Tanker need Taunt? Well, does a Tanker need Gauntlet, a Taunt aura, and Taunt Enhancements slotted in his powers? No, probably not ALL of that. But you certainly need SOME of that. Certainly MORE THAN ONE of that. But you can get by with only three of the four, or even two of the four. And Gauntlet is built in, and it's unlikely that you'll skip your Taunt aura powers. So to me it comes down to "should I either take Taunt or slot my attacks for Taunt?" Well, yeah, but maybe not. It certainly won't hurt.
    Why would a tank need to slot taunt enhancements when all their secondary attacks have an inherent taunt effect? Making sure their attacks are slotted for damage is much more important, IMO; it increases the amount of threat generated and provides some additional DPS to the team.

    FWIW, I do take Taunt on my tanks, but Gauntlet and the Taunt aura will do the job just fine if the player is proficient at aggro management. The possible exception to that is for WP tanks since their Taunt aura is so much weaker than that of other tank primaries. I'd recommend that a WP tank either take Taunt or slot Taunt enhancements in RttC.
  11. The first thing that jumps out at me is that you really need Phalanx Fighting. Though its primary purpose is to give a defense bonus when you have teammates close by, it also gives 5% defense to all positions even when solo. I'd pick it up and drop SJ or one of the APP attacks. Having that additional 5% defense means you won't need some of the sets you have slotted for defense bonuses.

    You also might want to consider picking up Grant Cover for the defense debuff resistance it provides.

    Other issues:

    With Phalanx Fighting, you won't need the Ranged defense bonuses from the Red Fortune sets, so I'd drop the End and End/Rchg slots from both Deflection and Battle Agility. In Deflection I'd recommend filling the two empty slots with common resist IOs to enhance your S/L resistance. The two extra slots in BA can be used elsewhere, for instance, more fully slotting Jab.

    The Steadfast Res/End in True Grit is doing very little for you; TG doesn't need end reduction, and it gives a paltry amount of resist enhancement. Same deal for the Numina Heal/End--even worse, you're not even getting a bonus out of it. Unless you want to go for a Heal set, and slot 3 Numina's or something similar, I'd go with the Steadfast, 2 common resist IOs, and 3 common Heal IOs.

    I think you'd be better off slotting a end reduction in Against All Odds base slot. It doesn't particularly need taunt duration enhancement, but go ahead and put one in if you can free up another slot. I'd also try to put a slot for a common Defense IO in Combat Jumping.

    Weave is overslotted; the LotG +Recharge provides some defense enhancement, so you can drop one of the common IOs and use the slot elsewhere.

    You may want to consider slotting your defense powers with sets; if you can't afford full LotG sets, Gift of the Ancients also has good bonuses--+recovery and +end.

    If you pick up Phalanx Fighting as I recommend, your Shield powers plus the Gaussian's set, Weave and CJ will get you to the soft-cap. You might want to slot one attack for a defense bonus to each position so you have some debuff cushion, but beyond that you might as well slot for other types of bonuses--recharge, regen, recovery, etc.
  12. Call_Me, I think this would be helpful to you; it ranks notebook graphic cards in order of performance:

    http://www.notebookcheck.net/Compari...rds.130.0.html

    One of the forum experts will probably be along soon to help, but as I understand it, the Class 1 cards should be able to run UM with most of the bells and whistles.
  13. Respec builds are great, especially if you're swapping out a power for one that will be more useful in the upper levels.

    However, I've never seen the point in changing the power selection order in a respec from what was used for leveling any more than absolutely necessary. There's no advantage to, for example, taking your mez protection at level 49 in a respec build, but there's potentially a very significant disadvantage if you ever decide to exemp.
  14. Well, there are some issues, IMO.

    First of all, Death Shroud is underslotted for end reduction, and that's a problem. I'd recommend at least 60% end reduction. Dark Regen has no end reduction at all, and that's a very big problem. (Unslotted, it uses 1/3 of your end bar for a single application.) Again, you need at least 50 or 60% end reduction. If you just switch out the current TotN and ToE pieces for ones with end reduction, it should be enough.

    Also, the attacks that are slotted with just Kinetic Combat are underslotted for Accuracy and Damage; I'd add at least one more slot to Shadow Punch and Midnight Grasp; any set IO with Acc, Dam, and anything else you'd like would do.

    Cloak of Darkness is underslotted for defense; it has the same base defense value as Weave and should be slotted similarly. Op Gloom is way overslotted; it only needs a slot or two, and you could get better bonuses by using those slots elsewhere. (For example, 4 slots of Mocking Beratement would get you a 2.5% S/L bonus.)

    Considering how little defense Dark has to begin with, I'd forget about F/C defense and concentrate on increasing S/L and secondarily, E/NE defense. I'd recommend another 4 slots of RA in Tough instead of the Aegis set.

    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!
    Chernyi Rytsar: Level 50 Mutation Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Dark Melee
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Hero Profile:
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-EndRdx(3), RctvArm-ResDam(5), S'fstPrt-ResDam/Def+(5), S'fstPrt-ResKB(7)
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(39)
    Level 2: Death Shroud -- Erad-Dmg(A), Erad-Dmg/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(13), Sciroc-Dmg/EndRdx(13), Sciroc-Acc/Dmg/EndRdx(15), M'Strk-Acc/EndRdx(15)
    Level 4: Murky Cloud -- RctvArm-EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx(17)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19)
    Level 8: Dark Regeneration -- Theft-Acc/EndRdx/Rchg(A), Theft-Acc/EndRdx/Heal(21), Theft-+End%(23), Nictus-Acc/EndRdx/Rchg(23), Nictus-Heal/HP/Regen/Rchg(25), Nictus-Acc/EndRdx/Heal/HP/Regen(25)
    Level 10: Obsidian Shield -- RctvArm-EndRdx(A), RctvArm-ResDam(27), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(29)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29)
    Level 16: Shadow Maul -- Erad-%Dam(A), Erad-Acc/Dmg/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(31), C'ngBlow-Dmg/EndRdx(31), C'ngBlow-Acc/Dmg(31), C'ngBlow-Dmg/Rchg(33)
    Level 18: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(21), Mocking-Taunt/Rchg/Rng(33), Mocking-Rchg(37)
    Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(33), P'Shift-EndMod/Rchg(34), P'Shift-End%(34)
    Level 22: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), Theft-+End%(36), Theft-Heal(37)
    Level 24: Super Speed -- Run-I(A)
    Level 26: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Def(39), LkGmblr-Rchg+(50)
    Level 28: Oppressive Gloom -- RzDz-Immob%(A)
    Level 30: Soul Drain -- Erad-%Dam(A), Erad-Dmg(40), Erad-Acc/Dmg/EndRdx/Rchg(40), M'Strk-Dmg/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(42)
    Level 32: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(42)
    Level 35: Dark Consumption -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Acc(43), P'Shift-EndMod(43), P'Shift-EndMod/Rchg(43)
    Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(39), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(45)
    Level 41: Boxing -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Acc/Dmg(42), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
    Level 49: Soul Transfer -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 25.5% Defense(Smashing)
    • 25.5% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 18.6% Defense(Energy)
    • 18.6% Defense(Negative)
    • 3% Defense(Psionic)
    • 14.3% Defense(Melee)
    • 10.8% Defense(Ranged)
    • 3% Defense(AoE)
    • 9% Max End
    • 27% Enhancement(Accuracy)
    • 22.5% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 260 HP (13.9%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 15.4%
    • MezResist(Sleep) 1.65%
    • 7.5% (0.13 End/sec) Recovery
    • 50% (3.91 HP/sec) Regeneration
    • 10% RunSpeed

    Code:
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  15. Quote:
    Originally Posted by Gammos View Post
    Lol ohh ok, no problem.

    Anyway, I think I've figured out a solution!

    Im gonna take this build (The one you made that altered my build with fighting pool) and im gonna turn it into two seperate builds, one with fighting and one with Arctic APP. The one with the APP im gonna see if I can those last 2%'s to cap S/L/E/N.
    The APP build I posted should be soft-capped to S/L/E/NE. You were mostly low on S/L, so I played with the slotting of the Arctic attacks and Build Up to get just over the soft-cap.

    Quote:
    Im gonna try to work the market to try and afford at least the fighting pool build for now. I only have 30mil now but im only lvl 45 and im sure with a few lucky drops ill make the inf in no time.
    Fortunately, nothing in those builds is super-expensive; the most you'll spend on single pieces is probably for the Steadfast +Def and the Kismet +Acc. Smashing Haymaker, Serendipity, Multi Strike and Eradication are pretty cheap (as long as you stay away from the Erad quad) and although some pieces of GotA, Scirocco's Dervish and Aegis might be a little pricey, they shouldn't set you back too much.

    Good luck!
  16. Quote:
    Originally Posted by NuclearMedicine View Post
    No worries DJ I understand that everyone has RL they have to deal with. I'm very thankful that we had such a great turn out even if some of our TT vets only got in limited play time.

    Finduilas, cool, hope to see you then. If not, no problem. I'm sure we'll get your Tank that TF sometime.
    Looks like I won't be around for the "make-up" Synapse after all. I forgot that I'm going on a harbor cruise with my husband tonight. Some other time...
  17. Quote:
    Originally Posted by Gammos View Post
    I said that? O.o

    I have no problem using lvl 50 normal IO's. if I 3-slot something I dont go past 40 because of ED, but if I am at least lvl47 and only have 2-slots, I always use 45-50 range normal IOs

    Perhaps when I said I was dirt poor and didn't want expensive sets, you thought I meant high lvl IOs?
    Actually, after I posted that, I realized I was getting you mixed up with someone else! Sorry about that!
  18. Quote:
    Originally Posted by Crindon View Post
    I have tough on him already.. my big thing is that he runs out of end to quickly to do to much..

    But yea.. my goal is to earn some cash with him..
    Presuming you have Stamina, running out of endurance sounds like a slotting issue. If you post your current build, we can make suggestions for the endurance problem and which IOs would be most helpful to you.
  19. Quote:
    Originally Posted by Gammos View Post
    Ok, I think I understand. Whats the percentage out of? (base to-hit is 75% but out of what, 100%?)
    Like all percentages, it is out of 100%.

    Quote:
    Also, now that you cover soft cap without weave on your new build, if it was you would you take an APP?

    Thanks so much for your help!
    In my own Ice/Axe build, which is posted upthread, I took Boxing and Tough but not Weave. If you're able to soft-cap without Weave, you could easily take 2 APP attacks instead. That's one of the benefits of soft-capping without Weave, it frees up some power slots for other things you might want to take. *What* to take is purely personal preference, IMO.
  20. Quote:
    Originally Posted by Fulmens View Post
    Note about level 12 and 18: you want to pick either (boxing and tough) or (rpd and invincibility.) I'd pick boxing and tough, for reasons I will explain:

    With Tough your basic smash/lethal is 50%. With RPD it's 45%.
    Slotted all the way up (as they will be at 22) that's 80% vs. 72%. Which means for every 100 points of incoming you take 20 vs 28. That's 30% less damage. Almost everything you fight will be smash/lethal at this point. Invincibility will come, yes, but not yet. (You also eventually want Resist Physical, so you can totally, totally ignore smash/lethal. )
    Fulmens, as you probably know, many, if not most veteran Invul tanks would disagree with your recommendation to take Tough pre-20 and delay Invincibility. Not only does Invinc provide as much (or more, depending on circumstances) damage mitigation as Tough, it covers more damage types than S/L. Invinc also has a significantly lower endurance cost than Tough, which is particularly relevant in those last few pre-Stamina levels.

    But getting back to the OP's request, IMO his desire to upgrade his Invul tank points up the weakness of relying on a guidebook for such information. For one thing, if it's as out-of-date as it seems to be, any info on Invulnerability is unlikely to include information on the buffs the set received some time ago.

    And it's even more unlikely that the guidebook will have the kind of up-to-date, detailed, and nuanced information you could get on how to build a Invul tank by simply asking the denizens of the Tanker forum. I spend a lot of time in the Tanker forum, and people ask for, and get, build assistance literally every day. I'm sure it works the same way in the other AT forums.
  21. Quote:
    Originally Posted by Carnifax_NA View Post
    Ah, I get it. I had ToHit and Acc backwards in the formula. Accuracy Modifers come along afterwards as the multiplier, they don't care what your Defense figure is.

    That makes sense to me now. A +1 minion will always have a 5.5% chance of hitting someone at the softcap, regardless of whether your defense is 45% or 70%.
    That's correct. The only time defense above 45% is useful is if your defense is debuffed, or if you are fighting foes that are +6 or above. +1 to +5 level bonuses and rank bonuses increase foe Accuracy, which ignores defense above 45%
  22. Aett, that's a great idea, especially if it's both a self-buff and a team buff. It would go a long way toward addressing the issue of tanks "not stacking"; if it's a desirable team buff, having two tanks on a team would be even better than one!
  23. Hmm, I guess I can give it a shot.

    All player characters have a BaseHitChance, or chance to hit even level foes, of 75%. The BaseHitChance for foes above or below even level are adjusted accordingly.

    ToHit buffs (including the Kismet proc and Beginner's Luck buff) and debuffs are added or subtracted directly from the BaseHitChance, so, for example, the adjusted ToHit for a player with the Kismet proc running while fighting a even level foe is 81%; 75% + 6% = 81%. Any ToHit debuffs and foe Defense are subtracted from the adusted ToHit.

    Accuracy buffs are applied after the ToHit is calculated, by multiplying rather than adding. Starting with a base accuracy of 1, if an attack has 33% accuracy enhancement, the accuracy bonus is 1.33, which is multiplied by the ToHit to give the final HitChance. Here's the effect of the Kismet proc on an attack with 1 Accuracy SO:

    No Kismet proc: (75 + 0) x 1.33 = 99.75% HitChance
    Kismet proc: (75 + 6) x 1.33 = 107.73 HitChance

    Of course, that is a very simplified example, but it should give you a general idea of how it works.

    One difference to keep in mind is that ToHit is always calculated globally, and Accuracy is calculated for each attack. And in general, a ToHit bonus will have a larger effect on final HitChance than an Accuracy bonus of the same size. Having ToHit bonuses (from the Kismet proc, Rage, Invincibility, etc.) won't replace the need for accuracy bonuses altogether, but it means that you don't have to depend entirely on accuracy enhancements to increase the HitChance of your attacks.
  24. Quote:
    Originally Posted by Dromio View Post
    Is the Kismet +Acc or +ToHit? I thought it was +Acc so I didn't worry too much about getting it. But if it's +ToHit I really need to find a spot for it..
    Even though it's called the "Kismet +Acc", but it's actually 6% ToHit. Confusing, I know, and I have no idea why the devs decided to name it that way.
  25. Quote:
    Originally Posted by Gammos View Post
    A couple questions:

    Is there a need to go past the soft cap?
    No, not really. As I mentioned before, it provides a bit of a cushion if there's a defense debuff, but it won't be used unless there is a debuff.

    Quote:
    I notice there is less accuracy in your attacks, why is that?
    I chose to emphasize recharge over accuracy, for a couple of reasons:

    1. You have the Kismet +Acc slotted, which will provide an additional 6% ToHit, and should more than compensate for the lost accuracy.
    2. The builds don't have any global recharge bonuses, so I upped the recharge enhancement. If you prefer more accuracy or end reduction, you can get it easily enough by tweaking what enhancements are used.

    Quote:
    My build uses less end than yours, will end drain really not be an issue with the way you slotted?
    Actually, for both builds my version uses slightly less endurance for the toggles and has slightly less recovery. The difference is very small, and I don't see that being a problem, especially for a build with a quick recharging recovery power.