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Posted

Well, I finally rolled my namesake, Call Me Awesome, on Homecoming and I've been looking over the (many) changes and have been pondering a build.  This looks fairly solid at first glance but I think it can get better... yes, I know it's going to be expensive 🙂

 

Right now I just hit 22 and have a build based on my old guide with Reactive Armor slotted in the toggles; it looks like there's better options now.

 

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Call Me Awesome: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Temp Invulnerability

  • (A) Unbreakable Guard - RechargeTime/Resistance
  • (3) Unbreakable Guard - Resistance
  • (3) Unbreakable Guard - Resistance/Endurance
  • (5) Unbreakable Guard - Resistance/Endurance/RechargeTime
Level 1: Stone Fist
  • (A) HamiO:Nucleolus Exposure
Level 2: Dull Pain
  • (A) Doctored Wounds - Heal
  • (5) Doctored Wounds - Recharge
  • (7) Doctored Wounds - Heal/Endurance
  • (7) Doctored Wounds - Heal/Recharge
  • (9) Doctored Wounds - Heal/Endurance/Recharge
Level 4: Heavy Mallet
  • (A) Kinetic Combat - Knockdown Bonus
  • (9) Kinetic Combat - Damage/Endurance
  • (11) Kinetic Combat - Accuracy/Damage
  • (11) Kinetic Combat - Damage/Recharge
  • (13) Kinetic Combat - Damage/Endurance/Recharge
Level 6: Combat Jumping
  • (A) Kismet - Accuracy +6%
Level 8: Unyielding
  • (A) Unbreakable Guard - Resistance
  • (13) Unbreakable Guard - Resistance/Endurance
  • (15) Unbreakable Guard - Resistance/Endurance/RechargeTime
Level 10: Taunt
  • (A) Perfect Zinger - Chance for Psi Damage
  • (15) Perfect Zinger - Taunt/Range
  • (31) Perfect Zinger - Taunt
  • (40) Perfect Zinger - Accuracy/Recharge
  • (43) Perfect Zinger - Taunt/Recharge/Range
  • (46) Perfect Zinger - Taunt/Recharge
Level 12: Resist Physical Damage
  • (A) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (17) Unbreakable Guard - Resistance
  • (17) Unbreakable Guard - Resistance/Endurance
  • (19) Unbreakable Guard - RechargeTime/Resistance
Level 14: Super Jump
  • (A) Jumping IO
Level 16: Boxing
  • (A) HamiO:Nucleolus Exposure
Level 18: Invincibility
  • (A) Shield Wall - Defense
  • (19) Shield Wall - Defense/Endurance
  • (21) Shield Wall - Defense/Recharge
  • (42) Shield Wall - Defense/Endurance/Recharge
Level 20: Fault
  • (A) Perfect Zinger - Accuracy/Recharge
  • (21) Perfect Zinger - Taunt/Recharge/Range
  • (23) Perfect Zinger - Taunt/Recharge
  • (23) Perfect Zinger - Taunt
  • (25) Perfect Zinger - Chance for Psi Damage
  • (25) Perfect Zinger - Taunt/Range
Level 22: Tough
  • (A) Unbreakable Guard - Resistance
  • (27) Unbreakable Guard - Resistance/Endurance
  • (34) Unbreakable Guard - RechargeTime/Resistance
  • (42) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (43) Unbreakable Guard - Endurance/RechargeTime
  • (43) Unbreakable Guard - +Max HP
Level 24: Weave
  • (A) Reactive Defenses - Scaling Resist Damage
  • (27) Reactive Defenses - Defense/Endurance/RechargeTime
  • (29) Reactive Defenses - Defense
  • (29) Reactive Defenses - Defense/Endurance
Level 26: Tough Hide
  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (31) Shield Wall - Defense
  • (31) Shield Wall - Defense/Endurance
  • (34) Shield Wall - Defense/Recharge
Level 28: Aid Other
  • (A) Healing IO
Level 30: Aid Self
  • (A) Numina's Convalesence - Heal/Recharge
  • (34) Numina's Convalesence - Heal/Endurance/Recharge
Level 32: Resist Energies
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (36) Unbreakable Guard - RechargeTime/Resistance
  • (37) Gladiator's Armor - TP Protection +3% Def (All)
  • (40) Unbreakable Guard - Resistance
  • (42) Unbreakable Guard - Resistance/Endurance
Level 35: Tremor
  • (A) Fury of the Gladiator - Chance for Res Debuff
  • (36) Fury of the Gladiator - Accuracy/Damage
  • (36) Gauntleted Fist - Damage/RechargeTime
  • (37) Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (37) Gauntleted Fist - RechargeTime/+Absorb
Level 38: Seismic Smash
  • (A) Kinetic Combat - Knockdown Bonus
  • (39) Kinetic Combat - Accuracy/Damage
  • (39) Kinetic Combat - Damage/Endurance
  • (39) Kinetic Combat - Damage/Recharge
  • (40) Kinetic Combat - Damage/Endurance/Recharge
Level 41: Char
  • (A) HamiO:Endoplasm Exposure
Level 44: Fire Blast
  • (A) Winter's Bite - Accuracy/Damage
  • (45) Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
  • (45) Winter's Bite - Recharge/Chance for -Speed & -Recharge
  • (45) Winter's Bite - Damage/RechargeTime
  • (46) Winter's Bite - Accuracy/Damage/Endurance
  • (46) Winter's Bite - Accuracy/Damage/Recharge
Level 47: Fire Ball
  • (A) Annihilation - Chance for Res Debuff
  • (48) Annihilation - Accuracy/Damage
  • (48) Annihilation - Accuracy/Damage/Endurance/RechargeTime
  • (48) Annihilation - Accuracy/Damage/RechargeTime
  • (50) Annihilation - Damage/RechargeTime
Level 49: Resist Elements
  • (A) Unbreakable Guard - Resistance
  • (50) Unbreakable Guard - Resistance/Endurance
  • (50) Unbreakable Guard - RechargeTime/Resistance
Level 1: Brawl
  • (A) Empty
Level 1: Gauntlet 
Level 1: Prestige Power Dash
  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Empty

Level 1: Prestige Power Quick

  • (A) Empty

Level 1: Prestige Power Rush

  • (A) Empty

Level 1: Prestige Power Surge

  • (A) Empty

Level 1: Sprint

  • (A) Empty

Level 2: Rest

  • (A) Empty

Level 4: Ninja Run 


Level 2: Swift

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Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

Posted

One thing you may want to think about doing.
On all of the Auto: Resist armors, sub Reactive Armor (Res, Res/End, Res/Rech, Res/EndRech.
You miss out on a little bit of E/N Resist: But it makes soft-capping your E/N DEFENSE a bit less daunting.
F/C Resist is usually really decent with Winter-Os.
Put the Steadfast Res/Def into Resist Energies.  Mainly because it's providing that tiny additional erg of +Rech.
 

Slightly different way to skin a cat.

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Call Me Maybe?: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Stone Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Resist Physical Damage -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(3), RctArm-ResDam/Rchg(3), RctArm-ResDam/EndRdx/Rchg(5)
Level 1: Stone Fist -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(5), SprGntFis-Acc/Dmg/Rchg(7), SprGntFis-Dmg/EndRdx/Rchg(7), SprGntFis-Acc/Dmg/EndRdx/Rchg(9), SprGntFis-Rchg/+Absorb(9)
Level 2: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(11), RctArm-ResDam(13)
Level 4: Heavy Mallet -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(17), SprMghoft-Acc/Dmg/Rchg(17), SprMghoft-Dmg/EndRdx/Rchg(19), SprMghoft-Acc/Dmg/EndRdx/Rchg(19), SprMghoft-Rchg/Res%(21)
Level 6: Dull Pain -- DctWnd-Heal/Rchg(A), NmnCnv-Heal/Rchg(21), Pnc-Heal/Rchg(23)
Level 8: Resist Elements -- RctArm-ResDam(A), RctArm-ResDam/Rchg(23), RctArm-ResDam/EndRdx(25), RctArm-ResDam/EndRdx/Rchg(25)
Level 10: Taunt -- PrfZng-Dam%(A), PrfZng-Taunt/Rchg(27)
Level 12: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx/Rchg(29)
Level 14: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(31), RctArm-ResDam/Rchg(31), RctArm-ResDam/EndRdx/Rchg(31)
Level 16: Build Up -- HO:Membr(A), HO:Membr(33)
Level 18: Invincibility -- LucoftheG-Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(33), Rct-ResDam%(34), ShlWal-ResDam/Re TP(34)
Level 20: Fault -- FrcFdb-Rechg%(A), Acc-I(34), Acc-I(36)
Level 22: Kick -- FrcFdb-Rechg%(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-Rchg/ResDam(36), UnbGrd-ResDam/EndRdx/Rchg(37)
Level 26: Tough Hide -- LucoftheG-Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(37)
Level 28: Hurl Boulder -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(39), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Acc/Dmg/Rchg(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), SprWntBit-Rchg/SlowProc(40)
Level 30: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(40), LucoftheG-Def/EndRdx(42)
Level 32: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(42)
Level 35: Tremor -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(43), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(45), SprAvl-Rchg/KDProc(45)
Level 38: Seismic Smash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/Rchg(46), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46), SprBlsCol-Rchg/HoldProc(48)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 44: Char -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(48), SprEnt-End/Rchg(50), SprEnt-Acc/Hold/End(50), SprEnt-Acc/Hold/End/Rchg(50)
Level 47: Super Jump -- UnbLea-Stlth(A)
Level 49: Recall Friend -- WntGif-ResSlow(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(15)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)
Level 50: Agility Core Paragon
------------

 

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted

I see where you're going with this, it's given me a few things to ponder.  I've some time since right now CMA just reached 22 and is currently sitting around 38% S/L def with one mob in range.

 

One question, it seems that Mid's allows both the normal and superior versions of an IO in the same build, does this work in game?

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

Posted (edited)

CMA...what export option did you use? I like the outline format of the enhancements better than the one I use (same as Hyperstrike) where its really hard to read.

 

Also glad to see your namesake back...I remember teaming with him back in the day.

Edited by EmmySky
Posted
8 hours ago, EmmySky said:

CMA...what export option did you use? I like the outline format of the enhancements better than the one I use (same as Hyperstrike) where its really hard to read.

 

Also glad to see your namesake back...I remember teaming with him back in the day.

I used the default format since I didn't change any settings.  And it's good to be back, I've actually been playing awhile and have 2 chars at 50 but didn't reroll CMA until a few days ago.  Well, actually I tried a couple of variants earlier and just didn't click with them, Inv/BS and Inv/Elec.  Somehow neither really felt right, the Inv/BS felt like it lacked synergy; Parry's a wonderful power but it's strength didn't work with Inv as well as say Shield.  Elec worked decently but didn't feel right with Inv.  I do have an Elec/Shield Stalker I've had fun with but I didn't like the tanker version.

  • Like 1

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

Posted

I like the second build.   One suggestion, for Fault, slot Sudden Acceleration KB > KD so guys aren't flying everywhere.  

 

Reactive Armor in the Passives?  The Defense bonus doesn't seem like a lot but I guess you would get 5% total.   Do you then attune it so it will scale to 50? 

 

Also my opinion, and that's all that it is... is that the Fighting Pool, Tough/Weave is not needed on Invulnerability.  I mean, I don't have it, and I'm more than fine.  

 

Toons that I take it on, it doesn't really seem to help me all that either 🙂    We tend to Min/Max builds, but to what end?  YMMV. 

 

On 9/28/2019 at 9:14 PM, Hyperstrike said:

One thing you may want to think about doing.
On all of the Auto: Resist armors, sub Reactive Armor (Res, Res/End, Res/Rech, Res/EndRech.
You miss out on a little bit of E/N Resist: But it makes soft-capping your E/N DEFENSE a bit less daunting.
F/C Resist is usually really decent with Winter-Os.
Put the Steadfast Res/Def into Resist Energies.  Mainly because it's providing that tiny additional erg of +Rech.

 

 

Posted
4 hours ago, IronJuke said:

I like the second build.   One suggestion, for Fault, slot Sudden Acceleration KB > KD so guys aren't flying everywhere.  

 

Reactive Armor in the Passives?  The Defense bonus doesn't seem like a lot but I guess you would get 5% total.   Do you then attune it so it will scale to 50? 

 

Also my opinion, and that's all that it is... is that the Fighting Pool, Tough/Weave is not needed on Invulnerability.  I mean, I don't have it, and I'm more than fine.  

 

Toons that I take it on, it doesn't really seem to help me all that either 🙂    We tend to Min/Max builds, but to what end?  YMMV. 

 

 

 

I kind of like the second build and kind of not... I'm working on incorporating part of it into the build I originally posted.  So far I'm not completely satisfied but it keeps most of my original power choices while also keeping most of Hyper's defenses.  Right now I think it's soft capped to S/L/E/N, just shy of that on F/C with resistances to all in the 50-70% range outside of S/L which is obviously capped at 90%.  I believe I even got Psi resist around 30%.

 

I'm still playing with it, it's not quite as tough as Hyper's build but it keeps the utility and powers I had originally.  Still trying to squeeze a bit more out of it.  The one thing I'm sacrificing is recharge; I'll need to think on that.  Also, even as an endgame build it's gonna be expensive.

 

The Fighting pool is very helpful mainly for Weave; Tough is admittedly overkill and Boxing is a throwaway power once the chain is full.  Loosing Weave would drop my defense numbers considerably and Tough is a useful mule.

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

Posted
17 hours ago, EmmySky said:

CMA...what export option did you use? I like the outline format of the enhancements better than the one I use (same as Hyperstrike) where its really hard to read.

 

Also glad to see your namesake back...I remember teaming with him back in the day.


He's using the lo "Long Forum Export" option.

 

Long Forum Export


Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 49 Magic Blaster
Primary Power Set: Archery
Secondary Power Set: Atomic Manipulation

Hero Profile:
Level 1: [Empty]
Level 1: [Empty]
Level 2: [Empty]
Level 4: [Empty]
Level 6: [Empty]
Level 8: [Empty]
Level 10: [Empty]
Level 12: [Empty]
Level 14: [Empty]
Level 16: [Empty]
Level 18: [Empty]
Level 20: [Empty]
Level 22: [Empty]
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
Level 1: Brawl

  • (A) Empty

Level 1: Defiance


Level 1: Prestige Power Dash

 

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Short Forum Export


Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 49 Magic Blaster
Primary Power Set: Archery
Secondary Power Set: Atomic Manipulation

Hero Profile:
Level 1: [Empty]
Level 1: [Empty]
Level 2: [Empty]
Level 4: [Empty]
Level 6: [Empty]
Level 8: [Empty]
Level 10: [Empty]
Level 12: [Empty]
Level 14: [Empty]
Level 16: [Empty]
Level 18: [Empty]
Level 20: [Empty]
Level 22: [Empty]
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
------------

 

| Copy & Paste this data into Mids' Hero Designer to view the build |
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  • Thanks 1

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted (edited)
7 hours ago, IronJuke said:

I like the second build.   One suggestion, for Fault, slot Sudden Acceleration KB > KD so guys aren't flying everywhere.  

 

Reactive Armor in the Passives?  The Defense bonus doesn't seem like a lot but I guess you would get 5% total.   Do you then attune it so it will scale to 50? 

 

Also my opinion, and that's all that it is... is that the Fighting Pool, Tough/Weave is not needed on Invulnerability.  I mean, I don't have it, and I'm more than fine.  

 

Toons that I take it on, it doesn't really seem to help me all that either 🙂    We tend to Min/Max builds, but to what end?  YMMV.


Attuned don't scale to 50.  It maxes out at 40 and doesn't continue to gain value.
Switching to 6x UG actually reduces your S/L and does NOTHING to your F/C.
You're only realizing slightly higher E/N because of the 3-piece set bonus tacking in an additional 4.5% (2.25 x 2 as the 6th instance violates the Rule of 5).

Switching RPD to a 4-piece Titanium Coating boosts E/N to 64.95 and S/L bumps back up to 101.05

With RA in the passives, my build is:

S/L: 102.23 (with Tough turned OFF)
E/N: 58.86
F/C: 76.11

With 6x UG sets, S/L actually comes DOWN

S/L: 97.73 (again, Tough turned off)
E/N: 63.36
F/C: Totally Unchanged.

Edited by Hyperstrike
  • Like 1

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted

And I just noticed that I COMPLETELY neglected to include the 3% Defense uniques!

Stealing a slot from Build Up and one from Fault, drop the GA in RPD and the Steadfast in Resist Energies (which really only adds 0.2% Resist to E/N),

Defenses go from:

S/L: 47.7
E/N: 41.4
F/C: 46.4

 

to

S/L: 53.7
E/N: 47.4
F/C: 52.4

Sorry, sometimes I get a bit myopic throwing out a build at random.

 

  • Like 1

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted

I noticed the missing uniques, I figured it was a brain fart.

 

If I just had 3 more slots..............

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

Posted
3 hours ago, Hyperstrike said:


He's using the lo "Long Forum Export" option.

 

Long Forum Export


Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 49 Magic Blaster
Primary Power Set: Archery
Secondary Power Set: Atomic Manipulation

Hero Profile:
Level 1: [Empty]
Level 1: [Empty]
Level 2: [Empty]
Level 4: [Empty]
Level 6: [Empty]
Level 8: [Empty]
Level 10: [Empty]
Level 12: [Empty]
Level 14: [Empty]
Level 16: [Empty]
Level 18: [Empty]
Level 20: [Empty]
Level 22: [Empty]
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
Level 1: Brawl

  • (A) Empty

Level 1: Defiance


Level 1: Prestige Power Dash

 

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Short Forum Export


Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 49 Magic Blaster
Primary Power Set: Archery
Secondary Power Set: Atomic Manipulation

Hero Profile:
Level 1: [Empty]
Level 1: [Empty]
Level 2: [Empty]
Level 4: [Empty]
Level 6: [Empty]
Level 8: [Empty]
Level 10: [Empty]
Level 12: [Empty]
Level 14: [Empty]
Level 16: [Empty]
Level 18: [Empty]
Level 20: [Empty]
Level 22: [Empty]
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
------------

 

| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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|-------------------------------------------------------------------|

Thank you!  I will use the easier to read version from now on!

Posted
10 hours ago, EmmySky said:

Thank you!  I will use the easier to read version from now on!

Remember to check the same boxes though.

ShortForumExport.jpg.a33567a628cf04c4554f3a6ee38bf1a5.jpg

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted

Ok, came up with a build that ends up with defense of:

S/L 48%

F/C 45%

E/N 42%

Psi 16%

 

Resists are:

S/L 90%

F/C 72%

E/N 65%

Toxic 53%

Psi 58%

 

Seems like it should handle most anything the game throws at it.  It's going to be expensive; probably north of 500 million, but my market character generally makes 200 million in an hour of serious marketing.  Most of the IO's will be in the 1-3 million range but those Tanker IO's will be 8 million plus each and I'm unsure what the Winter IO's will run, haven't gone looking for them yet.

 

Here's the build:

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Call Me Awesome: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Sorcery
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Temp Invulnerability

  • (A) Unbreakable Guard - RechargeTime/Resistance
  • (3) Unbreakable Guard - Resistance
  • (3) Unbreakable Guard - Resistance/Endurance
  • (5) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (13) Impervium Armor - Psionic Resistance

Level 1: Stone Fist

  • (A) HamiO:Nucleolus Exposure

Level 2: Dull Pain

  • (A) Preventive Medicine - Heal/RechargeTime
  • (5) Doctored Wounds - Heal/Recharge
  • (7) Numina's Convalesence - Heal/Recharge

Level 4: Heavy Mallet

  • (A) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (7) Superior Gauntleted Fist - Accuracy/Damage
  • (9) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (11) Superior Gauntleted Fist - Damage/RechargeTime
  • (11) Superior Gauntleted Fist - RechargeTime/+Absorb

Level 6: Combat Jumping

  • (A) Kismet - Accuracy +6%

Level 8: Unyielding

  • (A) Unbreakable Guard - Resistance
  • (9) Unbreakable Guard - +Max HP
  • (13) Unbreakable Guard - Resistance/Endurance
  • (15) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (46) Impervium Armor - Psionic Resistance

Level 10: Taunt

  • (A) Perfect Zinger - Chance for Psi Damage
  • (15) Perfect Zinger - Taunt/Range
  • (31) Perfect Zinger - Taunt
  • (40) Perfect Zinger - Taunt/Recharge

Level 12: Resist Physical Damage

  • (A) Reactive Armor - Resistance
  • (17) Reactive Armor - Resistance/Endurance
  • (17) Reactive Armor - Resistance/Recharge
  • (19) Impervium Armor - Psionic Resistance

Level 14: Super Jump

  • (A) Jumping IO

Level 16: Boxing

  • (A) HamiO:Nucleolus Exposure

Level 18: Invincibility

  • (A) Shield Wall - Defense
  • (19) Shield Wall - Defense/Endurance
  • (21) Shield Wall - Defense/Recharge
  • (42) Shield Wall - Defense/Endurance/Recharge

Level 20: Fault

  • (A) Perfect Zinger - Chance for Psi Damage
  • (21) Explosive Strike - Chance for Smashing Damage
  • (23) Force Feedback - Chance for +Recharge
  • (25) Accuracy IO

Level 22: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (23) Gladiator's Armor - TP Protection +3% Def (All)
  • (25) Impervium Armor - Psionic Resistance
  • (27) Aegis - Psionic/Status Resistance

Level 24: Weave

  • (A) Reactive Defenses - Scaling Resist Damage
  • (27) Reactive Defenses - Defense/Endurance/RechargeTime
  • (29) Reactive Defenses - Defense
  • (29) Reactive Defenses - Defense/Endurance

Level 26: Tough Hide

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (31) Shield Wall - Defense
  • (31) Shield Wall - Defense/Endurance
  • (34) Shield Wall - Defense/Recharge

Level 28: Resist Energies

  • (A) Reactive Armor - Resistance/Endurance/Recharge
  • (40) Reactive Armor - Resistance
  • (42) Reactive Armor - Resistance/Endurance
  • (43) Reactive Armor - Resistance/Recharge

Level 30: Resist Elements

  • (A) Reactive Armor - Resistance/Recharge
  • (34) Reactive Armor - Resistance/Endurance
  • (46) Reactive Armor - Resistance/Endurance/Recharge
  • (50) Impervium Armor - Psionic Resistance
  • (50) Reactive Armor - Resistance

Level 32: Hurl Boulder

  • (A) Superior Might of the Tanker - Recharge/Chance for +Res(All)
  • (34) Superior Might of the Tanker - Damage/Endurance/Recharge
  • (36) Superior Might of the Tanker - Damage/Recharge
  • (37) Superior Might of the Tanker - Accuracy/Damage
  • (43) Superior Might of the Tanker - Accuracy/Damage/Recharge

Level 35: Tremor

  • (A) Superior Avalanche - Accuracy/Damage
  • (36) Superior Avalanche - Recharge/Chance for Knockdown
  • (36) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (37) Superior Avalanche - Damage/Endurance
  • (37) Superior Avalanche - Accuracy/Damage/Recharge
  • (43) Superior Avalanche - Accuracy/Damage/Endurance

Level 38: Seismic Smash

  • (A) Superior Blistering Cold - Recharge/Chance for Hold
  • (39) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
  • (39) Superior Blistering Cold - Accuracy/Damage
  • (39) Superior Blistering Cold - Damage/Endurance
  • (40) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (42) Superior Blistering Cold - Accuracy/Damage/Recharge

Level 41: Char

  • (A) HamiO:Endoplasm Exposure

Level 44: Fire Blast

  • (A) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge
  • (45) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
  • (45) Superior Winter's Bite - Accuracy/Damage
  • (45) Superior Winter's Bite - Damage/RechargeTime
  • (46) Superior Winter's Bite - Accuracy/Damage/Recharge

Level 47: Fire Ball

  • (A) Superior Frozen Blast - Recharge/Chance for Immobilize
  • (48) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
  • (48) Superior Frozen Blast - Accuracy/Damage/Recharge
  • (48) Superior Frozen Blast - Accuracy/Damage/Endurance
  • (50) Superior Frozen Blast - Damage/Endurance

Level 49: Mystic Flight

  • (A) Winter's Gift - Slow Resistance (20%)

Level 1: Brawl

  • (A) Empty

Level 1: Gauntlet 


Level 1: Prestige Power Dash

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

Posted

VS tower-buffed Recluse, you'll need to eat inspies.
But for pretty much anything else, you're golden.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted
9 hours ago, Hyperstrike said:

VS tower-buffed Recluse, you'll need to eat inspies.
But for pretty much anything else, you're golden.

 

That's kind of a given; I've tanked that SOB with Invuln, Stone, Shield and Fire tankers and all need candy on occasion until the red and yellow towers die.  Back on Live my basic load with CMA was to eat a large orange and purple until the Red tower died, then keep up the purple until the yellow tower dropped.  I did carry a couple of greens and blues for emergency... that end drain of his is a PITA and occasionally he'd land two hits in a row while Dull Pain was recharging.

 

Even a IO'd out Granite tanker occasionally needs a boost until Red dies although thanks to Rooted the end drain is a non-issue.

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

Posted

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Fiery Melee
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Rock Armor -- Rct-Def:50(A), Rct-Def/EndRdx:50(3), Rct-Def/Rchg:50(3), Rct-Def/EndRdx/Rchg:50(5), ShlWal-ResDam/Re TP:50(5), Rct-ResDam%:50(7)
Level 1: Scorch -- Hct-Dmg/Rchg:50(A), Hct-Acc/Dmg/Rchg:50(7), Hct-Acc/Rchg:50(9), Hct-Dmg/EndRdx:50(9), Hct-Dam%:50(11)
Level 2: Stone Skin -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(11), UnbGrd-Rchg/ResDam:50(13), UnbGrd-ResDam/EndRdx/Rchg:50(13), StdPrt-ResDam/Def+:30(15)
Level 4: Combustion -- FuroftheG-Acc/Dmg:50(A), FuroftheG-Dam/Rech:50(19), FuroftheG-Dam/End/Rech:50(19), FuroftheG-Acc/End/Rech:50(21), FuroftheG-Acc/Dmg/End/Rech:50(21), FuroftheG-ResDeb%:50(23)
Level 6: Earth's Embrace -- DctWnd-Heal/Rchg:50(A), NmnCnv-Heal/Rchg:50(23), Pnc-Heal/Rchg:50(25)
Level 8: Mud Pots -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(25), SprMghoft-Acc/Dmg/Rchg:50(27), SprMghoft-Dmg/EndRdx/Rchg:50(27), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(29), SprMghoft-Rchg/Res%:50(29)
Level 10: Taunt -- PrfZng-Dam%:50(A), PrfZng-Taunt/Rchg:50(31)
Level 12: Rooted -- DctWnd-Heal/EndRdx:50(A), NmnCnv-Heal/EndRdx:50(31), Pnc-Heal/EndRedux:50(31)
Level 14: Brimstone Armor -- GldArm-3defTpProc:50(A)
Level 16: Maneuvers -- Rct-Def:50(A), Rct-Def/EndRdx:50(33), Rct-Def/Rchg:50(33), Rct-Def/EndRdx/Rchg:50(33)
Level 18: Crystal Armor -- ShlWal-Def:50(A), ShlWal-Def/EndRdx:50(34), ShlWal-Def/Rchg:50(34), ShlWal-Def/EndRdx/Rchg:50(34)
Level 20: Kick -- FrcFdb-Rechg%:50(A)
Level 22: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(36), UnbGrd-Rchg/ResDam:50(36), UnbGrd-ResDam/EndRdx/Rchg:50(36)
Level 24: Weave -- ShlWal-Def:50(A), ShlWal-Def/EndRdx:50(37), ShlWal-Def/Rchg:50(37), ShlWal-Def/EndRdx/Rchg:50(37)
Level 26: Minerals -- ShlWal-Def:50(A), ShlWal-Def/EndRdx:50(39), ShlWal-Def/Rchg:50(39), ShlWal-Def/EndRdx/Rchg:50(39)
Level 28: Fire Sword Circle -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(40), SprAvl-Acc/Dmg/EndRdx:50(40), SprAvl-Acc/Dmg/Rchg:50(40), SprAvl-Acc/Dmg/EndRdx/Rchg:50(42), SprAvl-Rchg/KDProc:50(42)
Level 30: Teleport -- WntGif-ResSlow:50(A), Range-I:50(42)
Level 32: Granite Armor -- ShlWal-Def:50(A), ShlWal-Def/EndRdx:50(43), ShlWal-Def/Rchg:50(43), ShlWal-Def/EndRdx/Rchg:50(43)
Level 35: Incinerate -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(45), SprGntFis-Acc/Dmg/Rchg:50(45), SprGntFis-Dmg/EndRdx/Rchg:50(45), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(46), SprGntFis-Rchg/+Absorb:50(46)
Level 38: Greater Fire Sword -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(46), SprBlsCol-Acc/Dmg/EndRdx:50(48), SprBlsCol-Acc/Dmg/Rchg:50(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(48), SprBlsCol-Rchg/HoldProc:50(50)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
Level 44: Conserve Power -- RechRdx-I:50(A)
Level 47: Physical Perfection -- PrfShf-End%:50(A)
Level 49: [Empty] -- Empty(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(15), Mrc-Rcvry+:40(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(17)
Level 50: Spiritual Core Paragon
------------

 

| Copy & Paste this data into Mids' Hero Designer to view the build |
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  • Like 1

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

  • 3 weeks later
Posted

I think Mid's may have some numbers wrong, I've finished the build below, Mid's shows F/C resist of 84%, E/N resist of 69.5% and Psi of 55%.  In game I get F/C of 77%, E/N of 63% and Psi of 46%... all IO's are the same and all are attuned, all are catalyzed where applicable.  I've been over and over the live build vs the Mid's build making sure powers/slots/IO's all match and I do NOT have any Incarnate turned on in Mid's.  I'm stumped.

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Call Me Awesome: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Sorcery
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Temp Invulnerability -- UnbGrd-Rchg/ResDam:50(A), UnbGrd-ResDam:50(3), UnbGrd-ResDam/EndRdx:50(3), UnbGrd-ResDam/EndRdx/Rchg:50(5), UnbGrd-EndRdx/Rchg:40(5), UnbGrd-Max HP%:50(7)
Level 1: Stone Fist -- HO:Nucle(A)
Level 2: Dull Pain -- Prv-Heal/Rchg:50(A), DctWnd-Heal/Rchg:50(7), NmnCnv-Heal/Rchg:50(9)
Level 4: Heavy Mallet -- SprGntFis-Dmg/EndRdx/Rchg:50(A), SprGntFis-Acc/Dmg:50(13), SprGntFis-Acc/Dmg/Rchg:50(13), SprGntFis-Dmg/Rchg:50(15), SprGntFis-Rchg/+Absorb:50(15), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(17)
Level 6: Combat Jumping -- Ksm-ToHit+:30(A)
Level 8: Unyielding -- UnbGrd-ResDam:50(A), ImpArm-ResPsi:40(17), UnbGrd-ResDam/EndRdx:50(19), UnbGrd-ResDam/EndRdx/Rchg:50(19), UnbGrd-Rchg/ResDam:50(21)
Level 10: Taunt -- PrfZng-Dam%:50(A)
Level 12: Resist Physical Damage -- UnbGrd-Rchg/ResDam:50(A), UnbGrd-ResDam:50(21), UnbGrd-ResDam/EndRdx:50(23), ImpArm-ResPsi:40(23)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Boxing -- HO:Nucle(A)
Level 18: Invincibility -- ShlWal-Def:50(A), ShlWal-Def/EndRdx:50(25), ShlWal-Def/Rchg:50(25), ShlWal-Def/EndRdx/Rchg:50(27)
Level 20: Fault -- PrfZng-Dam%:50(A), ExpStr-Dam%:20(27), Stp-Acc/Rchg:50(29), RopADop-Acc/Rchg:50(29)
Level 22: Tough -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(31)
Level 24: Weave -- Rct-ResDam%:50(A), Rct-Def/EndRdx/Rchg:50(31), Rct-Def:50(31), Rct-Def/EndRdx:50(33)
Level 26: Tough Hide -- ShlWal-ResDam/Re TP:50(A), ShlWal-Def:50(33), ShlWal-Def/EndRdx:50(33), ShlWal-Def/Rchg:50(34)
Level 28: Resist Energies -- RctArm-ResDam/Rchg:40(A), ImpArm-ResPsi:40(34), RctArm-ResDam:40(34), RctArm-ResDam/EndRdx:40(36)
Level 30: Resist Elements -- UnbGrd-ResDam:50(A), Ags-Psi/Status:50(36), UnbGrd-ResDam/EndRdx:50(36), UnbGrd-Rchg/ResDam:50(37), ImpArm-ResPsi:40(37)
Level 32: Hurl Boulder -- SprMghoft-Rchg/Res%:50(A), SprMghoft-Dmg/EndRdx/Rchg:50(37), SprMghoft-Dmg/Rchg:50(39), SprMghoft-Acc/Dmg:50(39), SprMghoft-Acc/Dmg/Rchg:50(39), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(40)
Level 35: Tremor -- SprAvl-Acc/Dmg/EndRdx:50(A), SprAvl-Acc/Dmg/Rchg:50(40), Erd-Acc/Dmg/Rchg:30(40), Erd-Acc/Dmg/EndRdx/Rchg:30(42), Erd-%Dam:30(42), SprAvl-Acc/Dmg/EndRdx/Rchg:50(50)
Level 38: Seismic Smash -- SprBlsCol-Rchg/HoldProc:50(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(42), SprBlsCol-Acc/Dmg:50(43), SprBlsCol-Dmg/EndRdx:50(43), SprBlsCol-Acc/Dmg/EndRdx:50(43), SprBlsCol-Acc/Dmg/Rchg:50(45)
Level 41: Char -- HO:Endo(A)
Level 44: Fire Blast -- SprWntBit-Acc/Dmg/Rchg:50(A), SprWntBit-Acc/Dmg/EndRdx:50(45), SprWntBit-Dmg/Rchg:50(45), SprWntBit-Acc/Dmg:50(46), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(46), SprWntBit-Rchg/SlowProc:50(46)
Level 47: Fire Ball -- SprFrzBls-Rchg/ImmobProc:50(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(48), SprFrzBls-Acc/Dmg/Rchg:50(48), SprFrzBls-Acc/Dmg/EndRdx:50(48), SprFrzBls-Dmg/EndRdx:50(50), SprFrzBls-Acc/Dmg:50(50)
Level 49: Mystic Flight -- WntGif-ResSlow:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Mrc-Rcvry+:40(A), NmnCnv-Regen/Rcvry+:50(9)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(11), PrfShf-EndMod/Rchg:50(11)
------------
------------
Set Bonus Totals:

  • 4% DamageBuff(Smashing)
  • 4% DamageBuff(Lethal)
  • 4% DamageBuff(Fire)
  • 4% DamageBuff(Cold)
  • 4% DamageBuff(Energy)
  • 4% DamageBuff(Negative)
  • 4% DamageBuff(Toxic)
  • 4% DamageBuff(Psionic)
  • 16.63% Defense(Smashing)
  • 16.63% Defense(Lethal)
  • 23.5% Defense(Fire)
  • 23.5% Defense(Cold)
  • 15.38% Defense(Energy)
  • 15.38% Defense(Negative)
  • 6% Defense(Psionic)
  • 19.75% Defense(Melee)
  • 10.69% Defense(Ranged)
  • 18.5% Defense(AoE)
  • 5.4% Max End
  • 10% Enhancement(Max EnduranceDiscount)
  • 10% Enhancement(RechargeTime)
  • 7.5% SpeedFlying
  • 351.4 HP (18.75%) HitPoints
  • 7.5% JumpHeight
  • 7.5% SpeedJumping
  • MezResist(Confused) 145%
  • MezResist(Held) 145%
  • MezResist(Immobilized) 145%
  • MezResist(Sleep) 145%
  • MezResist(Stunned) 145%
  • MezResist(Terrorized) 145%
  • 12% (0.2 End/sec) Recovery
  • 36% (2.81 HP/sec) Regeneration
  • 80% ResEffect(SpeedFlying)
  • 80% ResEffect(RechargeTime)
  • 80% ResEffect(SpeedRunning)
  • 20% Resistance(Smashing)
  • 20% Resistance(Lethal)
  • 43.25% Resistance(Fire)
  • 43.25% Resistance(Cold)
  • 29% Resistance(Energy)
  • 29% Resistance(Negative)
  • 14.75% Resistance(Toxic)
  • 43.75% Resistance(Psionic)
  • 0% Resistance(Smashing)
  • 0% Resistance(Lethal)
  • 0% Resistance(Fire)
  • 0% Resistance(Cold)
  • 0% Resistance(Energy)
  • 0% Resistance(Negative)
  • 0% Resistance(Toxic)
  • 0% Resistance(Psionic)
  • 7.5% SpeedRunning

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

Posted
2 hours ago, Call Me Awesome said:

I think Mid's may have some numbers wrong, I've finished the build below, Mid's shows F/C resist of 84%, E/N resist of 69.5% and Psi of 55%.  In game I get F/C of 77%, E/N of 63% and Psi of 46%... all IO's are the same and all are attuned, all are catalyzed where applicable.  I've been over and over the live build vs the Mid's build making sure powers/slots/IO's all match and I do NOT have any Incarnate turned on in Mid's.  I'm stumped.

 



Will try to rebuild in an older version of Mids and see if most of it translates.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted (edited)

CMA,

 I bet its the proc +res in Might of the Tanker (lvl 32, hurl boulder).   If you have it 'enabled', you'll get an extra 6-6.5% resistance to all.

 

Edit:   MotT (at least the proc) is best in an AOE.   I'll get 2-3 stacks putting it in footstomp.

hint: if you break up superior guantlet fist into 2 sets of 3, you'll get an extra 6% energy/dark resistance (at a cost of -6 SL resist ... but you are over anyways).

 

Edited by tellania
Posted
18 hours ago, tellania said:

CMA,

 I bet its the proc +res in Might of the Tanker (lvl 32, hurl boulder).   If you have it 'enabled', you'll get an extra 6-6.5% resistance to all.

 

Edit:   MotT (at least the proc) is best in an AOE.   I'll get 2-3 stacks putting it in footstomp.

hint: if you break up superior guantlet fist into 2 sets of 3, you'll get an extra 6% energy/dark resistance (at a cost of -6 SL resist ... but you are over anyways).

 

You're absolutely correct, I didn't even notice the green dot on Hurl Boulder.  Turning it off brings the Mid's numbers to within 1% of the observed numbers in-game.  Now I feel like an idiot for missing that, I was too busy looking for the error and didn't see the forest for the trees.

 

The suggestion of Superior Gauntleted Fist is interesting, unfortunately I'm not sure where I'd get the slots.  I suppose I can swap it out with the Eradication in Tremor.  Loosing S/L resistance is a non-issue; I'm only using Tough as a mule and don't run with it active.  Making that trade and tossing Hecatomb into Heavy Mallet does get me another 6% E/N resistance, but it costs me about 4% E/N defense and 2.5% S/L defense.  At the moment I'm not sure that's a worthwhile tradeoff.

 

Looking at other possibilities the options I've thought of don't seem to offer enough benefit to justify the change and most end up costing me in another area.

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

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