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Critique my build please


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Any suggestions will be appreciated

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

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Level 50 Magic Tanker

Primary Power Set: Invulnerability

Secondary Power Set: Energy Melee

Power Pool: Fighting

Power Pool: Flight

Ancillary Pool: Energy Mastery

 

Hero Profile:

Level 1: Temp Invulnerability -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(3), ImpArm-ResPsi(3), ImpArm-ResDam/Rchg(5), ImpArm-ResDam/EndRdx/Rchg(36), ImpArm-EndRdx/Rchg(45)

Level 1: Barrage -- PlvFst-Acc/Dmg(A), PlvFst-Acc/Dmg/Rchg(7), PlvFst-Acc/Dmg/EndRdx/Rchg(9)

Level 2: Energy Punch -- PlvFst-Acc/Dmg(A), PlvFst-Acc/Dmg/Rchg(5), PlvFst-Acc/Dmg/EndRdx/Rchg(7)

Level 4: Dull Pain -- NmnCnv-Heal(A), NmnCnv-Heal/Rchg(13), NmnCnv-Heal/EndRdx/Rchg(15), NmnCnv-Heal/EndRdx(15), Mrc-Heal/Rchg(17), Mrc-EndRdx/Rchg(17)

Level 6: Boxing -- Dmg-I(A)

Level 8: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(9), ImpArm-ResDam(11), ImpArm-ResPsi(11), ImpArm-ResDam/Rchg(13), ImpArm-ResDam/EndRdx/Rchg(46)

Level 10: Taunt -- PrfZng-Taunt/Rchg(A), PrfZng-Taunt/Rchg/Rng(19), PrfZng-Taunt/Rng(42)

Level 12: Resist Physical Damage -- ImpArm-ResPsi(A), ImpArm-ResDam(21), ImpArm-ResDam/EndRdx(21), ImpArm-ResDam/Rchg(43), ImpArm-ResDam/EndRdx/Rchg(43)

Level 14: Fly -- WntGif-ResSlow(A)

Level 16: Whirling Hands -- Arm-Dam%(A), Arm-Dmg/EndRdx(19), Arm-Dmg(23), Arm-Dmg/Rchg(23), Arm-Acc/Dmg/Rchg(25), Arm-Acc/Rchg(46)

Level 18: Invincibility -- GifoftheA-Def(A), GifoftheA-Def/EndRdx(25), GifoftheA-Def/EndRdx/Rchg(27), GifoftheA-Def/Rchg(27)

Level 20: Tough -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResPsi(29), ImpArm-ResDam(29), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam/Rchg(34)

Level 22: Weave -- GifoftheA-Def/EndRdx(A), GifoftheA-Def(31), GifoftheA-Def/Rchg(31), GifoftheA-Def/EndRdx/Rchg(33), GifoftheA-Run+(34), GifoftheA-EndRdx/Rchg(46)

Level 24: Resist Elements -- StdPrt-ResDam/Def+(A)

Level 26: Tough Hide -- GifoftheA-Def(A), GifoftheA-Def/Rchg(33), GifoftheA-Def/EndRdx(33), GifoftheA-Def/EndRdx/Rchg(42)

Level 28: Build Up -- RechRdx-I(A), RechRdx-I(40)

Level 30: Resist Energies -- Ags-Psi/Status(A), Ags-ResDam(34), Ags-ResDam/Rchg(36)

Level 32: Unstoppable -- RechRdx-I(A), RechRdx-I(36)

Level 35: Energy Transfer -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/Rchg(37), Mk'Bit-Dmg/EndRdx(37), PlvFst-Acc/Dmg(37), PlvFst-Acc/Dmg/Rchg(43)

Level 38: Total Focus -- Hct-Dmg(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(42), Hct-Dam%(48)

Level 41: Conserve Power -- RechRdx-I(A)

Level 44: Physical Perfection -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(45), NmnCnv-Heal/Rchg(45)

Level 47: Energy Torrent -- Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/EndRdx(50), Rgn-Acc/Rchg(50), Rgn-Knock%(50)

Level 49: Focused Accuracy -- EndRdx-I(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 -- Run-I(A)

Level 2: Rest -- RechRdx-I(A)

Level 4: Ninja Run

Level 2: Swift -- Flight-I(A)

Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(40)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(40)

------------

 

 

 

 

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I'm at work and can't put this into Pine's for better viewing, but right off the bat I can tell you've over-slotted your toggles, and gimped a couple of attacks' enhancement values and somehow taken Weave before Tough and Energy Transfer at 35 (it unlocks at 38). The power selection order is being nit picky; just making sure you're aware when it comes time to play the character. You don't have any new attacks between lvl 16 and lvl 35. That's gonna be a slow game if you're soloing. And on a team, you'll mostly just be standing there spamming taunt. Which, hey, you can do, and that's ok. But you'll probably get pretty bored and it's possible to tank for a team and attack.

 

What kind of bonuses are you aiming for? What are the goals you're trying to achieve? Knowing that will help us help you.

 

Your armors don't really need to be 5 or 6 slotted. Any bonuses you're getting there you can likely get by 5-6 slotting an attack. 3-4 slots in def/res toggles usually suffices. If you're not sure where to best get bonuses from, I'd start by looking here and maximizing your bonus to slots used ratio as best you can.

 

I'd pay attention to endurance enhancement values in your attacks. They'll spend more endurance than your toggles. Seeing as you won't have any endurance recovery/help powers until your 40s, slotting for end would be a good idea.

 

Sorry, I know I mostly dumped on your build, but it's looking a bit rough. EM is a fun set and does pretty good damage out of the box (single target). You could have a pretty good boss aggroing and killing build with the right approach.

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I fix the bone smasher problem right after I posted this  by switching energy punch for dull  pain and then picking up bones pastor at the Dull pain slot.

My plan was to pick up as much psi resistance as possible  and as much to type defense as I could get.  Plus  regeneration and HP when I could get it

As far as the power order, I selected it on mids, so not sure about that.

 

Thank you for the feedback

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Contrary to how it may appear, Invuln is a defense set with good S/L resists (a bit like Shield), rather than a resist set with a bit of defense (like Dark).  Rather than pouring so much into trying to maximize your resists and falling short anyway, try getting your Defense up first, and then working in Resists from that point. 

 

I disagree on Bone Smasher.  It's not skippable while levelling, but at L50 it doesn't absolutely have to be in the build; Energy Punch provides the same dps on a shorter cooldown, so if you can build an attack chain w/o Bone Smasher it doesn't actually add anything except more single-target Disorient stacking.

 

Here's another version.  I left one pick and a few slots open for one of the three cut powers (fly, focused accuracy, energy torrent).  I think many builders might kill some of the fly speed slotting in Hover and Swift, or even cut Hover entirely -- and you can shuffle around to make up for the lost Defense, tbh, but I found Hover useful as a slot mule anyway.  Note that Tough is toggled off for the build as it's unnecessary.

 

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: Invulnerability

Secondary Power Set: Energy Melee

Power Pool: Fighting

Power Pool: Flight

Power Pool: Leadership

Power Pool: Speed

Ancillary Pool: Energy Mastery

 

Hero Profile:

Level 1: Temp Invulnerability -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(3), RctArm-ResDam/EndRdx/Rchg(3), ImpArm-ResPsi(5)

Level 1: Barrage -- Mk'Bit-Acc/Dmg/EndRdx/Rchg(A), Mk'Bit-Acc/Dmg(7), Mk'Bit-Dmg/EndRdx(7), Mk'Bit-Acc/EndRdx/Rchg(9)

Level 2: Energy Punch -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(11), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/Rchg(13), SprBlsCol-Dmg/EndRdx/Acc/Rchg(15)

Level 4: Dull Pain -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(17), NmnCnv-Heal/EndRdx(19), NmnCnv-EndRdx/Rchg(19), NmnCnv-Heal/Rchg(21), NmnCnv-Heal/EndRdx/Rchg(21)

Level 6: Resist Physical Damage -- GldArm-3defTpProc(A), ImpArm-ResPsi(9), StdPrt-ResDam/Def+(23)

Level 8: Unyielding -- UnbGrd-Max HP%(A), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(27), UnbGrd-EndRdx/Rchg(29), UnbGrd-ResDam/EndRdx/Rchg(29)

Level 10: Resist Elements -- Ags-Psi/Status(A), Ags-ResDam(31), Ags-ResDam/Rchg(31)

Level 12: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(31), RctArm-ResDam/Rchg(33)

Level 14: Kick -- Empty(A)

Level 16: Whirling Hands -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(33), OvrFrc-Dmg/End/Rech(33), OvrFrc-Acc/Dmg/End(34), OvrFrc-End/Rech(34), Obl-Acc/Dmg/EndRdx/Rchg(34)

Level 18: Invincibility -- Rct-ResDam%(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-EndRdx/Rchg(36), Rct-Def/Rchg(37), Rct-Def/EndRdx/Rchg(37)

Level 20: Tough -- ImpArm-ResPsi(A)

Level 22: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx/Rchg(39), LucoftheG-Def/EndRdx(39)

Level 24: Hover -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(39), DefBuff-I(40), Flight-I(40), Flight-I(40)

Level 26: Tough Hide -- LucoftheG-Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/Rchg(42), LucoftheG-Def/EndRdx(42)

Level 28: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(43)

Level 30: Taunt -- Empty(A)

Level 32: Build Up -- RechRdx-I(A)

Level 35: Energy Transfer -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(43), SprMghoft-Dmg/EndRdx/Rchg(45), SprMghoft-Acc/Dmg/Rchg(45), SprMghoft-Acc/Dmg/EndRdx/Rchg(45), SprMghoft-Rchg/Res%(46)

Level 38: Total Focus -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/Rchg(46), SprGntFis-Dmg/EndRdx/Rchg(46), SprGntFis-Acc/Dmg/EndRdx/Rchg(48), SprGntFis-Rchg/+Absorb(48), SprGntFis-Dmg/Rchg(50)

Level 41: Conserve Power -- RechRdx-I(A)

Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(48)

Level 47: [Empty]

Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)

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 -- Flight-I(A), Flight-I(15)

Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(5)

Level 2: Hurdle -- Empty(A)

Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)

------------

 

 

 

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No-Set Builds: Tanker Scrapper Brute Stalker

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I disagree on Bone Smasher.  It's not skippable while levelling, but at L50 it doesn't absolutely have to be in the build; Energy Punch provides the same dps on a shorter cooldown, so if you can build an attack chain w/o Bone Smasher it doesn't actually add anything except more single-target Disorient stacking.

 

Dem's fightin' words!!

 

But seriously, a fair point. I like using both Energy Punch and Bone Smasher as a good 1-2 combo when an enemy doesn't require Total Focus or Energy Transfer. All preference of course.

 

But I'm right.  :P

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What are you def and res totals across the board?

 

With everything active (excluding unstoppable) and adding combat jumping and assuming 3 foes in range of invincibility.

 

Defense

S/L 34.4

fire/cold 37.6

en/neg 36.9

psi 21.6

 

resist

s/l 90 (93.9)

fire/cold 66.7

en/neg 33.5

tox 66.7

psi 68.8

 

regen at 261%

endo recov at 195%

max endo at 114

 

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Contrary to how it may appear, Invuln is a defense set with good S/L resists (a bit like Shield), rather than a resist set with a bit of defense (like Dark).  Rather than pouring so much into trying to maximize your resists and falling short anyway, try getting your Defense up first, and then working in Resists from that point. 

 

I disagree on Bone Smasher.  It's not skippable while levelling, but at L50 it doesn't absolutely have to be in the build; Energy Punch provides the same dps on a shorter cooldown, so if you can build an attack chain w/o Bone Smasher it doesn't actually add anything except more single-target Disorient stacking.

 

Here's another version.  I left one pick and a few slots open for one of the three cut powers (fly, focused accuracy, energy torrent).  I think many builders might kill some of the fly speed slotting in Hover and Swift, or even cut Hover entirely -- and you can shuffle around to make up for the lost Defense, tbh, but I found Hover useful as a slot mule anyway.  Note that Tough is toggled off for the build as it's unnecessary.

 

 

Thanks for the input.  I have tweaked your build and I think I really like it.  I like the idea of capped defense to all except psi (with psi at minimum 75% due to positional, right?). With the extra couple slots I bumped my psi resist to 56.5.  I moved the 3rd IO rech out of hasten, is that wise?  How much of an inconvenience do you think traveling with hover will be?

 

How much inf am i looking at to deck out this bad boy? Billions?

 

 

 

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Thanks for the input.  I have tweaked your build and I think I really like it.  I like the idea of capped defense to all except psi (with psi at minimum 75% due to positional, right?). With the extra couple slots I bumped my psi resist to 56.5.  I moved the 3rd IO rech out of hasten, is that wise?  How much of an inconvenience do you think traveling with hover will be?

 

How much inf am i looking at to deck out this bad boy? Billions?

 

Hover as a travel power? Sounds like torture. I haven't used it since they boosted it during the live days, but I would imagine it's still pretty slow for travelling across a zone.

 

Soft capped defense with 50+ Psi resist. That's a pretty good build, you should be happy with its performance. As for the cost of the build, I would say a few hundred million. That is, if you're just going to buy everything. There's some decent guides in the guide section for making more influence and obtaining IOs (i.e. using reward merits) that should be helpful.

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Thanks for the input.  I have tweaked your build and I think I really like it.  I like the idea of capped defense to all except psi (with psi at minimum 75% due to positional, right?). With the extra couple slots I bumped my psi resist to 56.5.  I moved the 3rd IO rech out of hasten, is that wise?  How much of an inconvenience do you think traveling with hover will be?

 

How much inf am i looking at to deck out this bad boy? Billions?

 

Since you posted a build w/o any Incarnate abilities, I did as well -- but I imagine this build would end up with Agility Radial Paragon in its Alpha Slot.  If you go that route there are a few choices that not only can but probably should be reworked, including the vanilla +def slot in Hover and the third Hasten slot.

 

As far as cost, I don't know; I haven't really been playing the market.  But I did deliberately avoid using any purple sets, and used yellow sets wherever practical.  You're likely to be out a fair bit on the LotG slotting -- unfortunately it's necessary to bring the recharge time of Dull Pain as low as possible (although it's still not quite perma w/o Agility, at which point it's permanent even though Hasten still isn't quite).

 

With the speed slotting, Hover is as fast as baseline Ninja Run, but not Ninja Run + Sprint.  Agility would boost that a bit.  Even so, it's more of an in-mission movement than a zone crossing power.

No-Set Builds: Tanker Scrapper Brute Stalker

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