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You could be softcapped to all but Psi and with around 30-35% def to psi but, I saw a certain zest for additional hitpoints and regen in your build and spring attack helps in that with the type of slots you're able to put in it.
Spring attack is not something I rate but you could be playing a COH version of Marvel's "Toad" for all I know so in a way I worked stuff out and kept stuff in, in order to better work (well in my head) your concept.
I stuck haste in for all I done had rage not recharging too quick.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(13), Aegis-ResDam(29), Numna-Heal/Rchg(31), Numna-Heal(46), Numna-Heal/EndRdx(46)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 6: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(7), LkGmblr-Def(11), LkGmblr-Def/EndRdx/Rchg(31)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(9), Numna-Heal(9)
Level 10: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(25), Numna-Heal/Rchg(27)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(17), Mocking-Taunt/Rchg/Rng(33), Mocking-Acc/Rchg(37), Mocking-Taunt/Rng(40), Mocking-Rchg(46)
Level 18: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(21), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(33)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(37), BasGaze-Acc/Hold(40), BasGaze-Acc/Rchg(43)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/EndRdx/Rchg(23), KntkC'bat-Dmg/Rchg(34)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36)
Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(34), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Def(42)
Level 28: Rage -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(29)
Level 30: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc(42)
Level 32: Strength of Will -- S'fstPrt-ResDam/Def+(A)
Level 35: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(40)
Level 38: Foot Stomp -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Dmg/EndRdx/Rchg(43)
Level 41: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(42), Dev'n-Acc/Dmg/EndRdx/Rchg(45)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48)
Level 47: Spring Attack -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(48), Erad-Dmg/Rchg(50), Erad-Acc/Dmg/EndRdx/Rchg(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Spiritual Radial Boost
Level 0: Task Force Commander
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal(A), RgnTis-Regen+(25), Mrcl-Rcvry+(27), Numna-Regen/Rcvry+(31)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(17), P'Shift-EndMod/Rchg(19)
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I do have a Sonic/Sonic Defender but my Sonic/Sonic Corrupter is the character that is there buildwise and so I took an interest in your build.
I thought it best to open up ya build and question everything you did.
Shockwave - I used this to defend myself, just a case of mobs getting passed Tanks/Brutes and me knocking them away. You're going to have a lot of defense to the main two attack types ingame + Control so shockwave not so needed, plus if it is I might of opted for the slotting that improves the difference between end loss and end gain.
With so much S/L def I didn't think it was that important to go for other dam types so slotted to improve end rec in barrier and haven.
The importance of Amplify, sometimes you do need a bit more damage, it saves endurance does doing more damage per end as you reduce the total number of attacks you need to use + when it comes to landing debuffs reliant on accuracy you might want to improve your chances of hitting.
Hover, I'd say that with enough KB protection, a fast moving team, chance of immobs combat jump is better, sure if you are solo aerial kiting you might want to hover but when you are I doubt with the amount of defense you aim to obtain that you need all toggles on and so can use fly. There are those with -Fly but you have control powers, put them out before they -fly you.
You had Assault and Manuevers, I didn't with all your def see the importance of Afterburn so changed it for Vengeance. Every so often, there might be a mishap you might not be able to do much about. I mean where is your res against Psionics? No there isn't any, so when a mate say Tank goes down there doesn't have to be that oh bleep, you softcap everyone. Sometimes this can be a saving grace as you were low on end virtually, you could do with better end rec and this allows you to calm down on toggles except the important ones. Add to that when everything else ya had didn't quite work its something to maintain the rest of the team in a crisis.
Now that I have explained my thinking I'll produce a suggestion.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
African Screem: Level 50 Magic Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Sonic Attack
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Sonic Barrier -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(3), ResDam-I(3)
Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(9)
Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13)
Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(21)
Level 6: Sonic Haven -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(21), ResDam-I(23)
Level 8: Disruption Field -- EndRdx-I(A), EndRdx-I(23)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), Krma-ResKB(25)
Level 12: Sonic Dispersion -- RctvArm-EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam(29), Aegis-Psi/Status(31), S'fstPrt-ResDam/Def+(31)
Level 14: Fly -- EndRdx-I(A)
Level 16: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34)
Level 18: Kick -- Empty(A)
Level 20: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-EndRdx(34), RctvArm-ResDam(34)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def(37), LkGmblr-Def/EndRdx/Rchg(39)
Level 26: Clarity -- EndRdx-I(A)
Level 28: Siren's Song -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(36), CSndmn-Acc/EndRdx(36), CSndmn-Sleep/Rng(45), CSndmn-Acc/Sleep/Rchg(46)
Level 30: Amplify -- RechRdx-I(A), RechRdx-I(36)
Level 32: Liquefy -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(40), Cloud-Acc/Rchg(40), Cloud-ToHitDeb/EndRdx/Rchg(40), Cloud-Acc/EndRdx/Rchg(42), Cloud-%Dam(42)
Level 35: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(43), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(43)
Level 38: Sonic Siphon -- Acc-I(A), EndRdx-I(45)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Def/EndRdx(46), LkGmblr-Def(48)
Level 44: Assault -- EndRdx-I(A), EndRdx-I(45)
Level 47: Vengeance -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(48), S'dpty-Def/Rchg(48), Ksmt-Def/Rchg(50)
Level 49: Sonic Cage -- HO:Endo(A), RechRdx-I(50), EndRdx-I(50)
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 1: Vigilance
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(15), P'Shift-EndMod/Rchg(17)
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I have several tanks. Like too many. One of them being a Shield/SS and this is after doing a Shield/Mace, the question is always going to come down to how well you know the game. It's not what two sets go together, its how you slot and play.
Don't put your ego inside a toon, love the concept and if you run into problems that you don't feel you can overcome just ask here.
We've all been fresh, had problems, found things seemingly impossible or improbable but there is always a solution to be found, don't ever be too embarrassed to ask. -
The Gladiators are dead expensive no? Can't be easy to get surely?
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Quote:I have air sup on my Inv/SS, rage generally takes a pool power attack and makes it do more than it would for anyone else, but Air Sup staying is questionable, who knows what I will do once I respec out fitness pool and make it inherent...yes I still have to do thatAs cool as Hurl is I would take Air Superiority instead. It fits so well into the Super Strength attack chain, I think no SS tank should be be without it
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The sole aim of this build is to give you something that takes on board Finduilas's and Hyperstrikes advice then mixing it with my own kind of thing.
This doesn't therefore become a case of here, here is my or anyone elses build.
It's softcapped to all but PSI. Low end cost, good end rec.
I see Superstrength as a grounded set purely because of Footstomp. You can't use that in the air. It's not always good to have an AV you can't bring down, or be in tight knit group that you need to keep with a floating superstunner above you you might like to hold with knock out blow or a floating sapper that needs to be dropped. In this I put back hurl for its -fly as well as decent ranged damage but kept LBE for its good damage per activation plus its -def which is a bit superfluous to SS. Being able to do a quick recovery, keeping the group in your aura, taunting the far off one way, LBE'ing another far target in another direction and hurling another might also prove useful.
All in all, it's a mixed bag suggestion. I like to see people with builds taking into what everyone has said into account where possible.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Sentinel 1: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
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)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/EndRdx/Rchg(7), KntkC'bat-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(17)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(17), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal(19), Dct'dW-Rchg(21)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(7), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(25), T'Death-Acc/Dmg/EndRdx(27), FrcFbk-Rechg%(46)
Level 6: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(11), Mocking-Taunt/Rng(13), Mocking-Rchg(15), Mocking-Taunt/Rchg/Rng(33), Mocking-Acc/Rchg(36)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Boxing -- Acc-I(A)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx/Rchg(37)
Level 20: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(43)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(23), Aegis-ResDam/EndRdx/Rchg(23), Aegis-ResDam(25)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx/Rchg(37)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), LkGmblr-Rchg+(29)
Level 28: Rage -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(42)
Level 30: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(42), Aegis-ResDam(36)
Level 32: Resist Elements -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(34), Aegis-ResDam/Rchg(37)
Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg/EndRdx(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Sciroc-Dmg/EndRdx(40), Erad-%Dam(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(43)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(50)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A)
Level 49: Unstoppable -- Aegis-EndRdx/Rchg(A), Aegis-ResDam/Rchg(50), Aegis-ResDam/EndRdx/Rchg(50)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(33), P'Shift-EndMod(40)
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The market isnt just about making extra money for paragon
It's about ripping people off.
Avoid. -
I think ya better off being introduced to a dedicated speed runner. I don't know of any on Union except those who normally play on Defiant so I am not sure how regular they will be on Union. I could find out by asking them.
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Quote:SHARING or NEED CRITIQUE - PvE or PvP - Archetype - Primary Power Set / Secondary Power Set - Mid's Build included or excluded
- Example: NEED CRITIQUE - PvP - Corruptor - Sonic Attack / Thermal radiation - Mids' Build excluded
I think the order needs to be like this:
PvE or PvP - Archetype - Primary Power Set / Secondary Power Set - SHARING or NEED CRITIQUE - Mid's Build included or exclude.
Reasoning:
People designate themselves to certain things, first PvE or PvP, then they do Archetypes.
After seeing them instantly at the start of the line they can then see what powersets are going to be up for discussion then decide on whether the next bit makes them interested or uninterested:
Sharing and need critique
Lastly its quite rare for Mids to not be included so it will be rare for people to find out that they can't look at a non Mids Build. -
The thing with favourite combos, is that I like to do them as often as possible. You could of had way, way more recharge.
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I think your indecisive going from your second post. So perhaps you are looking for some critique. In the top build the second Microfilament in jump could of been an IO and less expensive and the rechg in Hibernate is a waste but I do feel that its not as damaging as it could be so some slots which are put into travel eeeking out not much could be of better use in your attacks.
Second build similar, too many Microfilaments in SJ, this time most certainly superspeed, well over speed cap, again with Hibernate and its rechg, rechg what you like you're unlikely to need to rechg it. The 2 efficicacy adapters are probably best swapped with performance shifters. Whirlwind I don't see why you picked it at all. You've got lots of +rechg in the build but with slot repositioning I think you could have that with better end rec vs end use window. -
All builds into one small area is going to lead to builds never getting looked at. With builds categorized into each AT usually builds are looked at and discussed as fully as they will be before they disappear to page 2 never to be looked at again.
There's going to be a lot of awful builds never contested in this section. That's a promise.
In the build workshop part could be builds that are finalised and worth remembering, put into a section and easily found. Just to cut down on how many times people end up asking for an Inv/SS build there could be "Here look at what the Tanker community agrees on" and "here's what the Brute community agree's on." -
Kheldians are like the swiss army knife of the game, you might rather a proper can opener, knife and fork, corkscrew but the swiss army knife can get things done. You can't have a bit of everything and one solid thing that equals some AT.
What my PB isn't though, is that Glass Cannon Blapper, when going in to nuke the bleep out of everything every so "often" she is pretty hard as nails, she has time to double nuke, photon seekers plus dawn strike = sings *here I am*.
Edit: The range of the Nova Blasts is also another absolute asset. -
Code:
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I really don't think Superstrength needs to be looked at.
Not because I think its OP because I don't nor do I think its underpowered.
Rage just makes up for what would be consistently bad an attack chain without it. Build up wouldn't fix it.
Footstomp at 38 makes up for the bit more sweat from living without an AoE for so long.
Haymaker looks ST.
Several years in why change it now?
Even though you can change one thing and balance the change elsewhere Haymaker looks ST. -
On average, I think its around 30%, with all 3 passives on my SR. So each passive is about 10% . What I did was get to 1 hp, record every resistance level with every regen tick then divide the sum of them by the number of regen ticks until my resistance was back to 0. With 59% being max 30% was median anyway.
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Hitpoints mattered when you could be one shotted, a lvl 52 Giovanna Scaldi could of knocked out a tank in a single attack, nowadays you worry about an AVs attack chain or a groups alpha, both of which can be mitigated. The more you have the better your chances.
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Some tanks could be considered late developers depending on what levels you like to face or what kind of a team your lumbered with. Sometimes dying isn't considered what a tanker does so having to use something like rise of the phoenix means that you've failed somehow.
I don't think its so much what you pick with SOs its how you slot, I've tanked with all even with Brute versions. I think the latest developer in terms of confident play was my Elec but as a Brute but even that's been buffed since.
When I look at my Ice, or Ice tanks of my mates and see how little to no debt badges been had that's probably saying something. -
Yeah all I did was look at the slots, not the power choices, I'll admit I didn't check for whether manuevers stacked to grant cover or whether or not Phalanx was in the build prolly because I was having to see to my dog when looking at it. Having phalanx and grant cover is for the better. Generally I take about 5 mins moving something on, membrane exposures could go in active defense on Finduilases build, that's moving it on some more.
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Quickness in SR recharges the heavy hitters fast, ofc this increases your dps and eps, but other powers, survivability powers can recharge faster too hopefully providing some balance when comparing it to shield. Really have to stretch the imagination to find some balances imo.
In the UK we have a saying "Who Dares Wins" so if I have a concept, that rules.
If you do a build and say would like Aid Self fitted then it might get fitted in. Looking at it could be helpful.
It'll be Crane Kick that's skippable for me, its usefulness to me would be under -rechg conditions. -
I kept with what I think you was after, with Foc Acc, your toggle hungry, too toggle hungry but no toggles have to be run 100% of the time
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Alfiere: Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Street Justice
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(3), LkGmblr-Rchg+(3), LkGmblr-Def(5)
Level 1: Initial Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def(7), LkGmblr-Def/Rchg(7)
Level 4: Heavy Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(15)
Level 6: Active Defense -- EndRdx-I(A)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(17), Zinger-Taunt/Rchg/Rng(17), Zinger-Acc/Rchg(19), Zinger-Taunt/Rng(19), Zinger-Dam%(39)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 14: True Grit -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-EndRdx/Rchg(31), RctvArm-ResDam(31), S'fstPrt-ResDam/Def+(39)
Level 16: Kick -- Empty(A)
Level 18: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(23), ImpArm-ResDam/EndRdx/Rchg(27), ImpArm-ResDam(33)
Level 20: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(23), LkGmblr-Rchg+(25), LkGmblr-Def(25)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(27), LkGmblr-Def(37), LkGmblr-Rchg+(37)
Level 26: Shield Charge -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(29), M'Strk-Dmg/Rchg(29), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Dmg/EndRdx/Rchg(34)
Level 28: Spinning Strike -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(34), Det'tn-Dmg/Rchg(34), Det'tn-Acc/Dmg/EndRdx(36), Det'tn-Dmg/EndRdx/Rng(50)
Level 30: Super Jump -- Jump-I(A)
Level 32: One with the Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(36), ImpArm-ResDam(36), ImpArm-ResDam/EndRdx/Rchg(40)
Level 35: Shin Breaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(37), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42)
Level 38: Crushing Uppercut -- Mako-Acc/Dmg(A), Mako-Dam%(39), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 41: Focused Accuracy -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(46), AdjTgt-ToHit/EndRdx/Rchg(46), AdjTgt-EndRdx/Rchg(46), AdjTgt-ToHit/Rchg(48)
Level 44: Combat Readiness -- RechRdx-I(A), RechRdx-I(45)
Level 47: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(50), P'Shift-EndMod/Acc(48), P'Shift-EndMod/Rchg(48)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(43), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc(45)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
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Hazel, I have just uploaded it now and am about to look at it.
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Donna outside of an Itrial, your build with the right player, a real team not necessarily made up of any specific team mix, who are coordinators even if more hopers and doers rather than thinkers and can'ters is capable of going through and doing everything without defeat. In an Itrial it should, with people on the button, be very good. Just to seal that, fly is universal in direction but you might want jetpack instead, but that doesn't seal things flexibly as well inside an Mo.
Nothing can not be killed but with the right team of players and knowledge from you, you won't, as luck is always a factor for any character, likely be killed.
Unlike Finduilas, I wouldn't of dropped Earth for Pyre but it all depends on what you think you can do.
Edit: Just to add, if being able to tank Scirroco, Mako and Ghost Widow, in melee, at the same time in RV for 7 blasters was in your realms of possibilities but just haven't tried then I'd keep unstoppable. It's good for that.
Imo there is no reason to change your concept, I agree that you could swap the goa's out for lotgs, and maybe fly, 1 respec done, something more exemplarable and then its just comes down to how ya play. -
I think you thought it through. I'd probably move a slot here or there but its personal preference, what you have is good enough. Assault isn't as effective as it is for Scrappers iirc but overall I'd play with it very easily.