General Shield slotting


bAss_ackwards

 

Posted

Requesting how one would typically slot Shield when speaking with SO/Vanilla IO terms, please.

Mostly curious about - Deflection - 6 slot? one end, 3 def, two resist? True grit - 6 slot with 3 heal, 3 resist?

etc


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Posted

Just on plain SOs/IOs, I'd do it this way:

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Valkyrior: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Body Mastery

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Ignore the empty spaces, or you can flip to the alternate slots you want to see how I've set up an IO'd out


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Samuel_Tow: Your avatar is... I think I like it

 

Posted

If I'm leveling a character up then I usually put slots into my Primary first, Secondary afterward. If done in SOs, the third Defense nets 1.8% extra Defense. Not bad, about 0.1% more than an unslotted Combat Jumping or Hover, but still pretty insignificant if you're not already close to the Defense softcap.

If that character is already done leveling up, do you plan on staying SO'd or generic IO'd out on the character for the foreseeable future? For me, I can't help but begin IOing out a Shield Defense character as soon as I hit 50. I know how incredible they are when they've got a good build going, so I fidget like crazy playing a SO or generic IO level 50 SD. Hahah.


Playstation 3 - XBox 360 - Wii - PSP

Remember kids, crack is whack!

Samuel_Tow: Your avatar is... I think I like it

 

Posted

Melee/SL res toggle - 3 res, 3 def
Ranged/AOE toggle - 3 def
True Grit - 3 heal, 3 res
Mez protection - 1 rech
AaO - 1 end
Phalanx Fighting - 1 def
Grant Cover - 1 def
Shield Charge - 2 acc, 3 dam, 1 rech
T9 - 3 res

I never bother with end reduction in toggles (unless there's nothing else to slot, i.e. AaO) as the biggest end drain comes from attacks.


 

Posted

Quote:
Originally Posted by Nihilii View Post
Melee/SL res toggle - 3 res, 3 def
Ranged/AOE toggle - 3 def
True Grit - 3 heal, 3 res
Mez protection - 1 rech
AaO - 1 end
Phalanx Fighting - 1 def
Grant Cover - 1 def
Shield Charge - 2 acc, 3 dam, 1 rech
T9 - 3 res

I never bother with end reduction in toggles (unless there's nothing else to slot, i.e. AaO) as the biggest end drain comes from attacks.
Interesting. I wonder though, if it would be better to go with 1 acc in Shield Charge, toss in an end cost, and use it when Build Up is ready.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

Quote:
Originally Posted by bAss_ackwards View Post
If I'm leveling a character up then I usually put slots into my Primary first, Secondary afterward. If done in SOs, the third Defense nets 1.8% extra Defense. Not bad, about 0.1% more than an unslotted Combat Jumping or Hover, but still pretty insignificant if you're not already close to the Defense softcap.

If that character is already done leveling up, do you plan on staying SO'd or generic IO'd out on the character for the foreseeable future? For me, I can't help but begin IOing out a Shield Defense character as soon as I hit 50. I know how incredible they are when they've got a good build going, so I fidget like crazy playing a SO or generic IO level 50 SD. Hahah.
Ah, I didn't realize that you could hit ED limits so quickly on defense toggles. I am leveling an energy aura stalker at the moment, and I have 3 def in everything except weave so far (and of course combat jumping.)


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom