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Softcapping Inv without the Fighting pool


kenlon

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Anyone manage to get an Inv tanker softcapped to all damage types (Other than psi, of course) without taking the Fighting pool?

 

I've done a bunch of messing around in Pine's, but I always have at least one pair of damage types down at 37.5% or so.

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Just Fighting-Weave?  Or do you also eschew Manuvers from Leadership and CJ/Hover?

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

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I had been completely ignoring the Winter enhancements - which was a very big mistake.

 

Still can't quite get everything capped, but I'm very, very close. I'm at 43.7% SL def, 44.6% Fire/cold, 44% En/Neg, so it only takes a couple enemies in melee to hit caps.  Resists are also quite good, with 87.3% SL, 58.2% F/C (!), 34% E/N, and 37.2% Toxic. The psionic hole is still my weakness, since I didn't bother to work too hard fixing that.

 

The goal of this build was to be able to free up the slots I'd been spending on the fighting pool, and have enough slots to take Pyre Mastery and slot it up for extra damage. I'd say I succeeded.

 

I don't want to even think about how much inf this is going to cost me, though - what's the most efficient inf farmer around?  ;D

 

Hero Plan by Mids' Hero Designer 2.22

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Deep Pockets: Level 50 Technology Tanker

Primary Power Set: Invulnerability

Secondary Power Set: Energy Melee

Power Pool: Leaping

Power Pool: Leadership

Ancillary Pool: Pyre Mastery

 

Hero Profile:

Level 1: Temp Invulnerability

  • (A) Steadfast Protection - Resistance/Endurance
  • (5) Steadfast Protection - Resistance/+Def 3%
  • (7) Gladiator's Armor - Resistance
  • (7) Gladiator's Armor - TP Protection +3% Def (All)

Level 1: Barrage

  • (A) Pulverizing Fisticuffs - Accuracy/Damage
  • (9) Pulverizing Fisticuffs - Accuracy/Damage/Recharge
  • (9) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge
  • (11) Pounding Slugfest - Accuracy/Damage
  • (11) Pounding Slugfest - Damage/Endurance
  • (13) Pounding Slugfest - Damage/Recharge

Level 2: Energy Punch

  • (A) Pulverizing Fisticuffs - Accuracy/Damage
  • (13) Pulverizing Fisticuffs - Accuracy/Damage/Recharge
  • (15) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge
  • (15) Pounding Slugfest - Accuracy/Damage
  • (17) Pounding Slugfest - Damage/Endurance
  • (17) Pounding Slugfest - Damage/Recharge

Level 4: Bone Smasher

  • (A) Superior Blistering Cold - Accuracy/Damage
  • (19) Superior Blistering Cold - Damage/Endurance
  • (19) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (21) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (21) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime

Level 6: Combat Jumping

  • (A) Defense Buff IO
  • (23) Defense Buff IO

Level 8: Unyielding

  • (A) Reactive Armor - Resistance/Endurance
  • (23) Reactive Armor - Resistance/Recharge
  • (25) Reactive Armor - Resistance/Endurance/Recharge
  • (25) Reactive Armor - Resistance

Level 10: Resist Physical Damage

  • (A) Resist Damage IO
  • (27) Resist Damage IO

Level 12: Resist Energies

  • (A) Resist Damage IO

Level 14: Dull Pain

  • (A) Numina's Convalesence - Heal/Endurance
  • (27) Numina's Convalesence - Endurance/Recharge
  • (29) Numina's Convalesence - Heal/Recharge
  • (29) Numina's Convalesence - Heal/Endurance/Recharge
  • (31) Numina's Convalesence - Heal
  • (31) Numina's Convalesence - +Regeneration/+Recovery

Level 16: Super Jump

  • (A) Jumping IO

Level 18: Invincibility

  • (A) Defense Buff IO
  • (31) Defense Buff IO

Level 20: Whirling Hands

  • (A) Superior Avalanche - Accuracy/Damage
  • (33) Superior Avalanche - Damage/Endurance
  • (33) Superior Avalanche - Accuracy/Damage/Endurance
  • (33) Superior Avalanche - Accuracy/Damage/Recharge
  • (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (34) Superior Avalanche - Recharge/Chance for Knockdown

Level 22: Taunt

  • (A) Accuracy IO

Level 24: Maneuvers

  • (A) Defense Buff IO
  • (34) Defense Buff IO

Level 26: Tough Hide

  • (A) Defense Buff IO
  • (36) Defense Buff IO

Level 28: Build Up

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (37) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 30: Tactics

  • (A) To Hit Buff IO

Level 32: Resist Elements

  • (A) Resist Damage IO

Level 35: Energy Transfer

  • (A) Superior Gauntleted Fist - Accuracy/Damage
  • (39) Superior Gauntleted Fist - Damage/RechargeTime
  • (39) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (39) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (40) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
  • (40) Superior Gauntleted Fist - RechargeTime/+Absorb

Level 38: Total Focus

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

Level 41: Char

  • (A) Superior Entomb - Accuracy/Hold
  • (43) Superior Entomb - Hold/Recharge
  • (43) Superior Entomb - Endurance/Recharge
  • (45) Superior Entomb - Accuracy/Hold/Endurance
  • (45) Superior Entomb - Accuracy/Hold/Endurance/Recharge

Level 44: Melt Armor

  • (A) Shield Breaker - Defense Debuff
  • (45) Shield Breaker - Accuracy/Defense Debuff
  • (46) Shield Breaker - Accuracy/Recharge
  • (46) Shield Breaker - Defense Debuff/Endurance/Recharge
  • (46) Shield Breaker - Accuracy/Endurance/Recharge
  • (48) Shield Breaker - Chance for Lethal Damage

Level 47: Fire Ball

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

Level 49: Assault

  • (A) Endurance Reduction IO

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) Endurance Reduction IO

Level 2: Rest

  • (A) Endurance Modification IO

Level 4: Ninja Run

Level 2: Swift

  • (A) Run Speed IO

Level 2: Health

  • (A) Healing IO
  • (3) Healing IO

Level 2: Hurdle

  • (A) Jumping IO

Level 2: Stamina

  • (A) Endurance Modification IO
  • (3) Performance Shifter - EndMod
  • (5) Performance Shifter - Chance for +End

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

 

 

 

 

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Here's a Fighting-free build.

Soft-capped outside of Alpha.

 

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

No Fight Club: Level 50 Science Tanker

Primary Power Set: Invulnerability

Secondary Power Set: Super Strength

Power Pool: Leaping

Power Pool: Leadership

Power Pool: Speed

Power Pool: Flight

Ancillary Pool: Pyre Mastery

 

Hero Profile:

Level 1: Resist Physical Damage -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(3), RctArm-ResDam/EndRdx/Rchg(3), RctArm-ResDam(5), StdPrt-ResDam/Def+(11)

Level 1: Jab -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(40), SprMghoft-Acc/Dmg/Rchg(42), SprMghoft-Dmg/EndRdx/Rchg(42), SprMghoft-Acc/Dmg/EndRdx/Rchg(42), SprMghoft-Rchg/Res%(43)

Level 2: Temp Invulnerability -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(5), RctArm-ResDam/EndRdx/Rchg(7), RctArm-ResDam(7), GldArm-3defTpProc(19)

Level 4: Haymaker -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(33), SprGntFis-Acc/Dmg/Rchg(34), SprGntFis-Dmg/EndRdx/Rchg(34), SprGntFis-Acc/Dmg/EndRdx/Rchg(34), SprGntFis-Rchg/+Absorb(37)

Level 6: Dull Pain -- Prv-Heal/Rchg(A), Pnc-Heal/Rchg(50), NmnCnv-Heal/Rchg(50), DctWnd-Heal/Rchg(50)

Level 8: Resist Elements -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(9), RctArm-ResDam/EndRdx/Rchg(9), RctArm-ResDam(11)

Level 10: Taunt -- PrfZng-Dam%(A)

Level 12: Unyielding -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(13), RctArm-ResDam/EndRdx/Rchg(13), RctArm-ResDam(15)

Level 14: Resist Energies -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(15), RctArm-ResDam/EndRdx/Rchg(17), RctArm-ResDam(17)

Level 16: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(29), ShlWal-ResDam/Re TP(31)

Level 18: Invincibility -- LucoftheG-Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(27), LucoftheG-Def/Rchg(48)

Level 20: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/Rchg(23), SprBlsCol-Dmg/EndRdx/Acc/Rchg(23), SprBlsCol-Rchg/HoldProc(25)

Level 22: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31)

Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)

Level 26: Tough Hide -- LucoftheG-Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(33), LucoftheG-Def/Rchg(48)

Level 28: Rage -- RechRdx-I(A), RechRdx-I(29)

Level 30: Fly -- WntGif-ResSlow(A)

Level 32: Assault -- EndRdx-I(A), EndRdx-I(43)

Level 35: Hurl -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(36), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(36), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), SprWntBit-Rchg/SlowProc(37)

Level 38: Foot Stomp -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(40), SprAvl-Rchg/KDProc(40)

Level 41: Char -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(43), SprEnt-End/Rchg(45), SprEnt-Acc/Hold/End(45), SprEnt-Acc/Hold/End/Rchg(45), SprEnt-Rchg/AbsorbProc(46)

Level 44: Hover -- Rct-ResDam%(A)

Level 47: Vengeance -- LucoftheG-Rchg+(A)

Level 49: [Empty]

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+(46), Mrc-Rcvry+(46)

Level 2: Hurdle -- Empty(A)

Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(48)

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!

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Well, sure.  It can get a little expensive but the Winter attuned sets make it pretty straightforward.  Invuln and SR are probably the only two kits that don't need Fighting.  (Edit: oh right, granite)

 

Shield doesn't either. I'm not 50 yet but I'm planning ahead. Soft capped defences and hard capped smash lethal resist when One With The Shield is active.

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So basically because you hate the fighting pool so much you want to skip weave (which is awesome on tanks) and sacrifice other bonuses like more resistance and +recharge...???

 

I don't get it, it's a self-inflicted wound.  Just use tough as a mule for Steadfast +3 def, or Impervium armor Psi resistance.

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So basically because you hate the fighting pool so much you want to skip weave (which is awesome on tanks) and sacrifice other bonuses like more resistance and +recharge...???

 

I don't get it, it's a self-inflicted wound.  Just use tough as a mule for Steadfast +3 def, or Impervium armor Psi resistance.

 

I don't hate it - I wanted to see if I could get to softcap without having to use those three power choices, especially since boxing/kick and tough are pretty much wasted. (I was able to get to 87.3% SL res without Tough using the build I posted - the extra resist isn't needed.)

 

With the power choices I saved, I was able to put in all three leadership toggles for team buffing, heavily slot up multiple Pyre Mastery attacks (improving my abysmal damage output as an EM tanker) and I'm pretty happy with the outcome. *shrug* YMMV.

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The answer is "Yes you can".

If you're trying to max your +Rech, you're likely better off WITH than without.

But, if you're simply trying to squeeze a couple extra powers in?  Yeah.  It'll work.

 

The thing is, the ability to soft-cap is actually more dependent on you SECONDARY than it is on your primary.

 

Also, your attack chain is a bit too long for the amount of slots  So it might be a good idea to shorten it up and take some ancillary powers.

Combat jumping, Hasten.

Hell, even Recall Friend could be useful in Tanker-Stealth missions (run through and TP your teammates into the final room).

 

Here's what I was able to immediately mine out of your setup.

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Deep Pockets: Level 50 Technology Tanker

Primary Power Set: Invulnerability

Secondary Power Set: Energy Melee

Power Pool: Leaping

Power Pool: Leadership

Ancillary Pool: Pyre Mastery

 

Hero Profile:

Level 1: Temp Invulnerability -- RctArm-ResDam/EndRdx:40(A), RctArm-ResDam/Rchg:40(3), RctArm-ResDam/EndRdx/Rchg:40(3), RctArm-ResDam:40(5), StdPrt-ResDam/Def+:30(7)

Level 1: Barrage -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(5), SprMghoft-Acc/Dmg/Rchg:50(7), SprMghoft-Dmg/EndRdx/Rchg:50(9), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(9), SprMghoft-Rchg/Res%:50(11)

Level 2: Energy Punch -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(11), SprGntFis-Acc/Dmg/Rchg:50(13), SprGntFis-Dmg/EndRdx/Rchg:50(13), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(15), SprGntFis-Rchg/+Absorb:50(15)

Level 4: Bone Smasher -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(17), SprBlsCol-Acc/Dmg/EndRdx:50(17), SprBlsCol-Acc/Dmg/Rchg:50(19), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(19), SprBlsCol-Rchg/HoldProc:50(21)

Level 6: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx:50(21), LucoftheG-Def:50(23), ShlWal-ResDam/Re TP:50(23)

Level 8: Unyielding -- RctArm-ResDam/EndRdx:40(A), RctArm-ResDam/Rchg:40(25), RctArm-ResDam/EndRdx/Rchg:40(25), RctArm-ResDam:40(27)

Level 10: Resist Physical Damage -- RctArm-ResDam/EndRdx:40(A), RctArm-ResDam/Rchg:40(27), RctArm-ResDam/EndRdx/Rchg:40(29), RctArm-ResDam:40(29)

Level 12: Resist Energies -- RctArm-ResDam/EndRdx:40(A), RctArm-ResDam/Rchg:40(31), RctArm-ResDam/EndRdx/Rchg:40(31), RctArm-ResDam:40(31)

Level 14: Dull Pain -- Prv-Heal/Rchg:50(A), Pnc-Heal/Rchg:50(33), NmnCnv-Heal/Rchg:50(33), DctWnd-Heal/Rchg:50(33)

Level 16: Super Jump -- Empty(A)

Level 18: Invincibility -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx:50(34), LucoftheG-Def:50(34), LucoftheG-Def/Rchg:50(34)

Level 20: Whirling Hands -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(36), SprAvl-Acc/Dmg/EndRdx:50(36), SprAvl-Acc/Dmg/Rchg:50(36), SprAvl-Acc/Dmg/EndRdx/Rchg:50(37), SprAvl-Rchg/KDProc:50(37)

Level 22: Taunt -- PrfZng-Dam%:50(A)

Level 24: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx:50(37), LucoftheG-Def:50(39)

Level 26: Tough Hide -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx:50(39), LucoftheG-Def:50(39), LucoftheG-Def/EndRdx/Rchg:50(40)

Level 28: Build Up -- HO:Cyto(A), HO:Cyto(40)

Level 30: Tactics -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(45), GssSynFr--ToHit/Rchg/EndRdx:50(45), GssSynFr--Rchg/EndRdx:50(46), GssSynFr--ToHit/EndRdx:50(46), GssSynFr--Build%:50(46)

Level 32: Resist Elements -- RctArm-ResDam/EndRdx:40(A), RctArm-ResDam/Rchg:40(40), RctArm-ResDam/EndRdx/Rchg:40(42), RctArm-ResDam:40(42)

Level 35: Energy Transfer -- Empty(A)

Level 38: Total Focus -- Empty(A)

Level 41: Char -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(42), SprWntBit-Acc/Dmg/EndRdx:50(43), SprWntBit-Acc/Dmg/Rchg:50(43), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(43), SprWntBit-Rchg/SlowProc:50(45)

Level 44: Melt Armor -- AchHee-ResDeb%:20(A)

Level 47: Fire Ball -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(48), SprFrzBls-Acc/Dmg/EndRdx:50(48), SprFrzBls-Acc/Dmg/Rchg:50(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(50), SprFrzBls-Rchg/ImmobProc:50(50)

Level 49: Assault -- EndRdx-I:50(A), EndRdx-I:50(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 -- Empty(A)

Level 2: Health -- Empty(A)

Level 2: Hurdle -- Empty(A)

Level 2: Stamina -- Empty(A)

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

 

 

 

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|-------------------------------------------------------------------|

 

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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The answer is "Yes you can".

If you're trying to max your +Rech, you're likely better off WITH than without.

But, if you're simply trying to squeeze a couple extra powers in?  Yeah.  It'll work.

 

The thing is, the ability to soft-cap is actually more dependent on you SECONDARY than it is on your primary.

 

Also, your attack chain is a bit too long for the amount of slots  So it might be a good idea to shorten it up and take some ancillary powers.

Combat jumping, Hasten.

Hell, even Recall Friend could be useful in Tanker-Stealth missions (run through and TP your teammates into the final room).

 

I wasn't particularly wanting to max out my recharge - though I should take another look at that. And I did intentionally lean into minimum slots spent on my defensive powers so I could max slot more attacks. Hm.

 

Here's what I was able to immediately mine out of your setup.

EPIC SNIPPAGE HERE

 

Surprised that you didn't put in a Gladiator's Armor 3% Def in your build, especially since you are 5 points short of the En/Neg def cap. I'd value that over the +res 5% from Shield Wall, myself. You'd still hit the S/L resist cap without it, and you could possibly reslot to lose some of the excess F/C def and gain some slots back. (Also, I'm assuming that you actually wanted Membrane Exposures in Build Up rather that Cytoskeleton Exposures, since they have the same to-hit buff, and the Membranes have recharge reduction as well.)

 

Things I don't like in your build:

Putting Gaussian in Tactics, since that wastes the coordinated damage boost you get from the proc going off reliably when you hit Build-up, even though that does mean your build has much more to-hit buffing than mine. 

 

Slotting Char for damage rather than hold - Char is mediocre damage, the whole reason I want it is to have a reasonably quick recharging, stackable hold I can slap on things.

 

Things I do like and am stealing:

Frankenslotting Dull Pain is a much better way to do it than chasing the set bonus. I can take those slots and shuffle them off to Temp Invuln and another Reactive Armor in.

 

Not putting so many slots in Melt Armor. The marginal return I'm getting is really not great, and those 5 slots could get me two more full sets of Reactive Armor, which would put me a little overcap on S/L defense, though the En/Neg bonuses would be wasted.

Or, more likely, I'd use them to grab another slot in Health for the Numina proc, add a slot to Combat Jumping and put the Shield Wall +res IO in there, and use the last three to get four Adjusted Targetings into Tactics for the To-Hit and the +Acc set bonus.

 

I do lose some Defense, with this setup: 43.4 S/L, 43.4 F/C, 42.1 En/Neg, but I think the changes are worth it.

 

Hero Plan by Mids' Hero Designer 2.22

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Deep Pockets: Level 50 Technology Tanker

Primary Power Set: Invulnerability

Secondary Power Set: Energy Melee

Power Pool: Leaping

Power Pool: Leadership

Ancillary Pool: Pyre Mastery

 

Hero Profile:

Level 1: Temp Invulnerability

  • (A) Reactive Armor - Resistance/Endurance
  • (5) Reactive Armor - Resistance/Recharge
  • (7) Reactive Armor - Resistance/Endurance/Recharge
  • (7) Reactive Armor - Resistance
  • (31) Gladiator's Armor - TP Protection +3% Def (All)
  • (31) Steadfast Protection - Resistance/+Def 3%

Level 1: Barrage

  • (A) Pulverizing Fisticuffs - Accuracy/Damage
  • (9) Pulverizing Fisticuffs - Accuracy/Damage/Recharge
  • (9) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge
  • (11) Pounding Slugfest - Accuracy/Damage
  • (11) Pounding Slugfest - Damage/Endurance
  • (13) Pounding Slugfest - Damage/Recharge

Level 2: Energy Punch

  • (A) Pulverizing Fisticuffs - Accuracy/Damage
  • (13) Pulverizing Fisticuffs - Accuracy/Damage/Recharge
  • (15) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge
  • (15) Pounding Slugfest - Accuracy/Damage
  • (17) Pounding Slugfest - Damage/Endurance
  • (17) Pounding Slugfest - Damage/Recharge

Level 4: Bone Smasher

  • (A) Superior Blistering Cold - Accuracy/Damage
  • (19) Superior Blistering Cold - Damage/Endurance
  • (19) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (21) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (21) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime

Level 6: Combat Jumping

  • (A) Defense Buff IO
  • (23) Defense Buff IO
  • (45) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 8: Unyielding

  • (A) Reactive Armor - Resistance/Endurance
  • (23) Reactive Armor - Resistance/Recharge
  • (25) Reactive Armor - Resistance/Endurance/Recharge
  • (25) Reactive Armor - Resistance

Level 10: Resist Physical Damage

  • (A) Resist Damage IO
  • (27) Resist Damage IO

Level 12: Resist Energies

  • (A) Resist Damage IO

Level 14: Dull Pain

  • (A) Numina's Convalesence - Heal/Recharge
  • (27) Panacea - Hea/Recharge
  • (29) Preventive Medicine - Heal/RechargeTime
  • (29) Doctored Wounds - Heal/Recharge

Level 16: Super Jump

  • (A) Jumping IO

Level 18: Invincibility

  • (A) Defense Buff IO
  • (31) Defense Buff IO

Level 20: Whirling Hands

  • (A) Superior Avalanche - Accuracy/Damage
  • (33) Superior Avalanche - Damage/Endurance
  • (33) Superior Avalanche - Accuracy/Damage/Endurance
  • (33) Superior Avalanche - Accuracy/Damage/Recharge
  • (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (34) Superior Avalanche - Recharge/Chance for Knockdown

Level 22: Taunt

  • (A) Accuracy IO

Level 24: Maneuvers

  • (A) Defense Buff IO
  • (34) Defense Buff IO

Level 26: Tough Hide

  • (A) Defense Buff IO
  • (36) Defense Buff IO

Level 28: Build Up

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (37) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 30: Tactics

  • (A) Adjusted Targeting - To Hit Buff
  • (46) Adjusted Targeting - To Hit Buff/Endurance
  • (46) Adjusted Targeting - To Hit Buff/Recharge
  • (48) Adjusted Targeting - To Hit Buff/Endurance/Recharge

Level 32: Resist Elements

  • (A) Resist Damage IO

Level 35: Energy Transfer

  • (A) Superior Gauntleted Fist - Accuracy/Damage
  • (39) Superior Gauntleted Fist - Damage/RechargeTime
  • (39) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (39) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (40) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
  • (40) Superior Gauntleted Fist - RechargeTime/+Absorb

Level 38: Total Focus

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

Level 41: Char

  • (A) Superior Entomb - Accuracy/Hold
  • (43) Superior Entomb - Hold/Recharge
  • (43) Superior Entomb - Endurance/Recharge
  • (45) Superior Entomb - Accuracy/Hold/Endurance
  • (45) Superior Entomb - Accuracy/Hold/Endurance/Recharge

Level 44: Melt Armor

  • (A) Achilles' Heel - Chance for Res Debuff

Level 47: Fire Ball

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

Level 49: Assault

  • (A) Endurance Reduction IO

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) Endurance Reduction IO

Level 2: Rest

  • (A) Endurance Modification IO

Level 4: Ninja Run

Level 2: Swift

  • (A) Run Speed IO

Level 2: Health

  • (A) Healing IO
  • (3) Healing IO
  • (46) Numina's Convalesence - +Regeneration/+Recovery

Level 2: Hurdle

  • (A) Jumping IO

Level 2: Stamina

  • (A) Endurance Modification IO
  • (3) Performance Shifter - EndMod
  • (5) Performance Shifter - Chance for +End

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

 

 

 

 

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Surprised that you didn't put in a Gladiator's Armor 3% Def in your build, especially since you are 5 points short of the En/Neg def cap. I'd value that over the +res 5% from Shield Wall, myself. You'd still hit the S/L resist cap without it, and you could possibly reslot to lose some of the excess F/C def and gain some slots back. (Also, I'm assuming that you actually wanted Membrane Exposures in Build Up rather that Cytoskeleton Exposures, since they have the same to-hit buff, and the Membranes have recharge reduction as well.)

 

Good catch!  I missed it because your power-order was a bit...weird for how I normally arrange them.

And it's not JUST about hitting S/L Resist cap.

Ideally you want to bring your Resists up as well.  This way anything bypassing your Defenses does as little damage as possible.

 

Here's a bit of a revision.

While it's not soft-capped at 1 enemy, it is for 2.

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Deep Pockets: Level 50 Technology Tanker

Primary Power Set: Invulnerability

Secondary Power Set: Energy Melee

Power Pool: Leaping

Power Pool: Leadership

Ancillary Pool: Pyre Mastery

 

Hero Profile:

Level 1: Temp Invulnerability -- RctArm-ResDam/EndRdx:40(A), RctArm-ResDam/EndRdx/Rchg:40(3), RctArm-ResDam:40(3), StdPrt-ResDam/Def+:30(5)

Level 1: Barrage -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(5), SprMghoft-Acc/Dmg/Rchg:50(7), SprMghoft-Dmg/EndRdx/Rchg:50(7), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(9), SprMghoft-Rchg/Res%:50(9)

Level 2: Energy Punch -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(11), SprGntFis-Acc/Dmg/Rchg:50(11), SprGntFis-Dmg/EndRdx/Rchg:50(13), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(13), SprGntFis-Rchg/+Absorb:50(15)

Level 4: Bone Smasher -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(17), SprBlsCol-Acc/Dmg/EndRdx:50(19), SprBlsCol-Acc/Dmg/Rchg:50(19), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(21)

Level 6: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx:50(21), LucoftheG-Def:50(23), ShlWal-ResDam/Re TP:50(23)

Level 8: Unyielding -- RctArm-ResDam/EndRdx:40(A), RctArm-ResDam/EndRdx/Rchg:40(25), RctArm-ResDam:40(25), GldArm-3defTpProc:50(27)

Level 10: Resist Physical Damage -- RctArm-ResDam/EndRdx:40(A), RctArm-ResDam/Rchg:40(27), RctArm-ResDam/EndRdx/Rchg:40(29), RctArm-ResDam:40(29)

Level 12: Resist Energies -- RctArm-ResDam/EndRdx:40(A), RctArm-ResDam/Rchg:40(31), RctArm-ResDam/EndRdx/Rchg:40(31), RctArm-ResDam:40(31)

Level 14: Dull Pain -- Prv-Heal/Rchg:50(A), Pnc-Heal/Rchg:50(33), NmnCnv-Heal/Rchg:50(33), DctWnd-Heal/Rchg:50(33)

Level 16: Super Jump -- Empty(A)

Level 18: Invincibility -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx:50(34), LucoftheG-Def:50(34), LucoftheG-Def/Rchg:50(34)

Level 20: Whirling Hands -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(36), SprAvl-Acc/Dmg/EndRdx:50(36), SprAvl-Acc/Dmg/Rchg:50(36), SprAvl-Acc/Dmg/EndRdx/Rchg:50(37), SprAvl-Rchg/KDProc:50(50)

Level 22: Taunt -- PrfZng-Dam%:50(A)

Level 24: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx:50(37), LucoftheG-Def:50(37)

Level 26: Tough Hide -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx:50(39), LucoftheG-Def:50(39), LucoftheG-Def/EndRdx/Rchg:50(39)

Level 28: Build Up -- HO:Membr(A), HO:Membr(40)

Level 30: Tactics -- HO:Cyto(A), HO:Cyto(40)

Level 32: Resist Elements -- RctArm-ResDam/EndRdx:40(A), RctArm-ResDam/Rchg:40(40), RctArm-ResDam/EndRdx/Rchg:40(42), RctArm-ResDam:40(42)

Level 35: Energy Transfer -- Empty(A)

Level 38: Total Focus -- Mk'Bit-Acc/Dmg:50(A), Mk'Bit-Dmg/EndRdx:50(42), Mk'Bit-Dmg/Rchg:50(43), Mk'Bit-Acc/EndRdx/Rchg:50(43), Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(43), Mk'Bit-Dam%:50(45)

Level 41: Char -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(45), SprWntBit-Acc/Dmg/EndRdx:50(45), SprWntBit-Acc/Dmg/Rchg:50(46), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(46), SprWntBit-Rchg/SlowProc:50(46)

Level 44: Melt Armor -- AchHee-ResDeb%:20(A)

Level 47: Fire Ball -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(48), SprFrzBls-Acc/Dmg/EndRdx:50(48), SprFrzBls-Acc/Dmg/Rchg:50(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(50), SprFrzBls-Rchg/ImmobProc:50(50)

Level 49: Assault -- EndRdx-I: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 -- Empty(A)

Level 2: Health -- NmnCnv-Regen/Rcvry+:50(A), Mrc-Rcvry+:40(15)

Level 2: Hurdle -- Empty(A)

Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(17)

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

 

 

 

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|-------------------------------------------------------------------|

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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And another revision back at you - I think this may be my final one.

 

I dropped the sets from Build Up and Tactics for Hami-Os, like yours, but kept Gaussian proc in Build Up. I used the slots to get another set of Reactive Armor in Resist Energies, keeping me at a full 5 1.25% S/L and En/Neg def bonuses, and pulled the frankenslotting in Barrage for a Mako's Touch set for that bit more En/Neg defense. The rest of the slots went to a 4 slot LotG in Invincibility and a three slot in Tough Hide, letting me keep the +9% accuracy I had been getting from Adjusted Targeting in Tactics, and letting me sneak in a bit of recharge.

 

In the end, I have almost exactly the same def numbers as your build, outside of Fire/Cold, and my resists are about the same.

I still haven't priced this out, and I'm vaguely terrified of how much farming I'm going to have to do to get this setup. . .

 

Hero Plan by Mids' Hero Designer 2.22

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Deep Pockets: Level 50 Technology Tanker

Primary Power Set: Invulnerability

Secondary Power Set: Energy Melee

Power Pool: Leaping

Power Pool: Leadership

Ancillary Pool: Pyre Mastery

 

Hero Profile:

Level 1: Temp Invulnerability

  • (A) Reactive Armor - Resistance/Endurance
  • (5) Reactive Armor - Resistance/Recharge
  • (7) Reactive Armor - Resistance/Endurance/Recharge
  • (7) Reactive Armor - Resistance
  • (31) Gladiator's Armor - TP Protection +3% Def (All)
  • (31) Steadfast Protection - Resistance/+Def 3%

Level 1: Barrage

  • (A) Mako's Bite - Accuracy/Damage
  • (9) Mako's Bite - Damage/Endurance
  • (9) Mako's Bite - Damage/Recharge
  • (11) Mako's Bite - Accuracy/Endurance/Recharge
  • (11) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (13) Mako's Bite - Chance of Damage(Lethal)

Level 2: Energy Punch

  • (A) Pulverizing Fisticuffs - Accuracy/Damage
  • (13) Pulverizing Fisticuffs - Accuracy/Damage/Recharge
  • (15) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge
  • (15) Pounding Slugfest - Accuracy/Damage
  • (17) Pounding Slugfest - Damage/Endurance
  • (17) Pounding Slugfest - Damage/Recharge

Level 4: Bone Smasher

  • (A) Superior Blistering Cold - Accuracy/Damage
  • (19) Superior Blistering Cold - Damage/Endurance
  • (19) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (21) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (21) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime

Level 6: Combat Jumping

  • (A) Defense Buff IO
  • (37) Defense Buff IO
  • (45) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 8: Unyielding

  • (A) Reactive Armor - Resistance/Endurance
  • (23) Reactive Armor - Resistance/Recharge
  • (25) Reactive Armor - Resistance/Endurance/Recharge
  • (25) Reactive Armor - Resistance

Level 10: Resist Physical Damage

  • (A) Resist Damage IO

Level 12: Resist Energies

  • (A) Reactive Armor - Resistance/Endurance
  • (23) Reactive Armor - Resistance/Recharge
  • (27) Reactive Armor - Resistance/Endurance/Recharge
  • (48) Reactive Armor - Resistance

Level 14: Dull Pain

  • (A) Numina's Convalesence - Heal/Recharge
  • (27) Panacea - Hea/Recharge
  • (29) Preventive Medicine - Heal/RechargeTime
  • (29) Doctored Wounds - Heal/Recharge

Level 16: Super Jump

  • (A) Jumping IO

Level 18: Invincibility

  • (A) Luck of the Gambler - Defense/Endurance
  • (31) Luck of the Gambler - Defense
  • (46) Luck of the Gambler - Defense/Recharge
  • (46) Luck of the Gambler - Recharge Speed

Level 20: Whirling Hands

  • (A) Superior Avalanche - Accuracy/Damage
  • (33) Superior Avalanche - Damage/Endurance
  • (33) Superior Avalanche - Accuracy/Damage/Endurance
  • (33) Superior Avalanche - Accuracy/Damage/Recharge
  • (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (34) Superior Avalanche - Recharge/Chance for Knockdown

Level 22: Taunt

  • (A) Perfect Zinger - Chance for Psi Damage

Level 24: Maneuvers

  • (A) Defense Buff IO
  • (34) Defense Buff IO

Level 26: Tough Hide

  • (A) Luck of the Gambler - Defense/Endurance
  • (36) Luck of the Gambler - Defense/Recharge
  • (37) Luck of the Gambler - Defense

Level 28: Build Up

  • (A) HamiO:Membrane Exposure
  • (36) HamiO:Membrane Exposure
  • (37) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 30: Tactics

  • (A) HamiO:Cytoskeleton Exposure
  • (36) HamiO:Cytoskeleton Exposure

Level 32: Resist Elements

  • (A) Resist Damage IO

Level 35: Energy Transfer

  • (A) Superior Gauntleted Fist - Accuracy/Damage
  • (39) Superior Gauntleted Fist - Damage/RechargeTime
  • (39) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (39) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (40) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
  • (40) Superior Gauntleted Fist - RechargeTime/+Absorb

Level 38: Total Focus

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

Level 41: Char

  • (A) Superior Entomb - Accuracy/Hold
  • (43) Superior Entomb - Hold/Recharge
  • (43) Superior Entomb - Endurance/Recharge
  • (45) Superior Entomb - Accuracy/Hold/Endurance
  • (45) Superior Entomb - Accuracy/Hold/Endurance/Recharge

Level 44: Melt Armor

  • (A) Achilles' Heel - Chance for Res Debuff

Level 47: Fire Ball

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

Level 49: Assault

  • (A) Endurance Reduction IO

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) Endurance Reduction IO

Level 2: Rest

  • (A) Endurance Modification IO

Level 4: Ninja Run

Level 2: Swift

  • (A) Run Speed IO

Level 2: Health

  • (A) Healing IO
  • (3) Numina's Convalesence - Heal
  • (46) Numina's Convalesence - +Regeneration/+Recovery

Level 2: Hurdle

  • (A) Jumping IO

Level 2: Stamina

  • (A) Endurance Modification IO
  • (3) Performance Shifter - EndMod
  • (5) Performance Shifter - Chance for +End

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

 

 

 

 

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Move the Steadfast into Unyielding.

Sure, it won't exemp as low.  But it'll bump your Resists a fraction.

Recommend converting the 4-slot LOTG in Invincibility to 4-slot Shield Wall.

The +E/N Resist will be more useful than the +Acc.

Also, look at using Enhancement Boosters on any generic or non-enhanced IO sets.

 

I'd also look at my build for power selection order.  It'll produce a generally better-exemping Tank than your choice order will.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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The improvement from moving steadfast is minuscule, but it's not like I ever exemp down low enough to not have Unyielding, so why not? (Frankly, I do very little low level exemping at all.)

 

And rather than drop the four slot LotG and the recharge that goes with it, I can move the shield wall slot over to Tough Hide and change the 3 slot LotG there to a four slot Shield Wall.

 

I'm still at softcap for everything with two enemies in melee, and that does give better resists, so thanks for pointing it out.

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So basically because you hate the fighting pool so much you want to skip weave (which is awesome on tanks) and sacrifice other bonuses like more resistance and +recharge...???

 

I don't get it, it's a self-inflicted wound.  Just use tough as a mule for Steadfast +3 def, or Impervium armor Psi resistance.

 

I don't hate it - I wanted to see if I could get to softcap without having to use those three power choices, especially since boxing/kick and tough are pretty much wasted. (I was able to get to 87.3% SL res without Tough using the build I posted - the extra resist isn't needed.)

 

With the power choices I saved, I was able to put in all three leadership toggles for team buffing, heavily slot up multiple Pyre Mastery attacks (improving my abysmal damage output as an EM tanker) and I'm pretty happy with the outcome. *shrug* YMMV.

 

I wasn't referring to S/L resist, I mean getting bonuses to resist the elements, energies and psi and recharge. 

 

Ok so your trade-off is to try to be more Blastery and Defendery over being Tankier?  To each their own.  But I would  probably not advise people to do this 

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So basically because you hate the fighting pool so much you want to skip weave (which is awesome on tanks) and sacrifice other bonuses like more resistance and +recharge...???

 

I don't get it, it's a self-inflicted wound.  Just use tough as a mule for Steadfast +3 def, or Impervium armor Psi resistance.

 

I don't hate it - I wanted to see if I could get to softcap without having to use those three power choices, especially since boxing/kick and tough are pretty much wasted. (I was able to get to 87.3% SL res without Tough using the build I posted - the extra resist isn't needed.)

 

With the power choices I saved, I was able to put in all three leadership toggles for team buffing, heavily slot up multiple Pyre Mastery attacks (improving my abysmal damage output as an EM tanker) and I'm pretty happy with the outcome. *shrug* YMMV.

 

87.3% is decent to ok, right up until you run into one of the most prevelent facts of mob secondary effects... debuff.

 

And that 87% becomes 72%. Or lower.

 

Oh also, weave is the bee's knees.

 

Oh and, boxing, kick, and crosspunch all out damage barrage and energy punch. I know, sad day. I really loved my invuln/em tank on live, my main.... My first 50... I came to HC and....

 

REROLL! So much happier.

 

Seriously, you COULD skip fighting, but you could also self inflict paper cuts between your fingers while simultaneously bathing in salty-lemon juices. Or, you could trade junk kicks with a eunich. But should you?

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On Invuln I use the passives as mules for the Steadfast, the Gladiator, and other defense and global resist uniques.  If those IOs didn't exist I might skip 'em. 

 

I dislike the useless attacks you have to take for Tough and Weave, but they are the easiest way to get closer to the softcap.  You know my feelings about toggles that chew on your endurance.  It's Fitness Pool all over again.  I have some fondness for Kick's kick'em in the nuts animation, it seems thematically appropriate for my female tankers.  Kick is generally judged worse than Boxing.  If either of them were as useful as Air Superiority I'd be fonder of them.

 

I am starting to be of the opinion that chasing softcaps is unnecessary, and may adversely impact the enjoyability of your character.  Heraclea's defense can't be calculated directly, because a fair chunk of it comes in the form of the -tohit debuffs she applies to everything she attacks.  Her frankenslots improve this aspect.  Math doesn't tell the whole story of Catrina's defense, because many of her attacks and especially Quills are slotted with chance for recharge slow procs that also reduce incoming damage randomly.  Other tankers are throwing precious slots into Taunt, which does just fine with its default slot, although the psionic damage proc is kind of fun. 

 

My actual experience is that layering is more important than softcapping, especially if the pursuit of set bonuses leads to slotting decisions that take away from key powers.  Tough is more beneficial to defense primaries, and Weave more to resistance primaries.  I know, this is not the accepted wisdom of the crowd. 

 

Generally, I think you should build as if you were slotting generics, and use that build to decorate with set bonuses.  The main point of enhancements is to improve your attacks and defenses with accuracy, damage, recharge and endurance reduction, and the same with your defensive powers.  I do believe there was a design decision to make the orange sets with desirable bonuses deficient in key areas; what I notice most is accuracy, which I think needs to be a priority even more important than damage.  With resistance and defense sets, I make endurance a priority and try to crowd out recharge, which is useless in your toggles.  Your attack slots should approach the ED caps for both accuracy and damage; then work on endurance reduction for the lowbie powers and recharge for the grownups.  I suspect that attention to these aspects improves your survivability more than a 3.5% resistance bonus.  Dead mobs need no defense. 

QVÆ TAM FERA IMMANISQVE NATVRA

TB ~ Amazon Army: AMAZON-963 | TB ~ Crowned Heads: CH-10012 | EX ~ The Holy Office: HOLY-1610 | EV ~ Firemullet Groupies: FM-5401 | IN ~ Sparta: SPARTA-3759 | RE ~ S.P.Q.R. - SPQR-5010

Spread My Legions - #207 | Lawyers of Ghastly Horror - #581 | Jerk Hackers! - #16299 | Ecloga Prima - #25362 | Deth Kick Champions! - #25818 | Heaven and Hell - #26231 | The Legion of Super Skulls - #27660 | Cathedral of Mild Discomfort - #38872 | The Birch Conspiracy! - #39291

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Okay.  Not sure what happened.  But I posted to this thread earlier.

 

If you're at 87.3 and you have the Scaling Resist Unique from Unbreakable Guard, you essentially have 90% S/L from the second you first take any damage at all.

 

I more or less agree with Heraclea.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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Math doesn't tell the whole story of Catrina's defense, because many of her attacks and especially Quills are slotted with chance for recharge slow procs that also reduce incoming damage randomly.

 

If math can't tell the story, it won't work on a computer.  If you were living a 'random' amount of time, you wouldn't be an effective tanker.

 

I agree that ehp layers other than resistance and defense get too often neglected, and that the math gets oversimplified for convenience.  Modelling something like 30% chance to KD as mitigation is a pain -- but it's neither random nor amathematical. 

 

My actual experience is that layering is more important than softcapping, especially if the pursuit of set bonuses leads to slotting decisions that take away from key powers.  Tough is more beneficial to defense primaries, and Weave more to resistance primaries.  I know, this is not the accepted wisdom of the crowd.

 

You can claim any experiences you want.  One time, I experienced having telekinesis in real life.  I was eight and had gotten a kite stuck on top of our detached garage, and I mentally pushed it off.  Of course, the fact I was out flying a kite should give a hint as to how windy the day was, but it sure felt like I'd done it with my mind powers.

 

These arguments were won over years by testing before becoming accepted wisdom, not by a popularity contest.  Without documenting your experiences to compare against others, what you seem to be saying isn't that "the crowd" is wrong for any particular reason except perhaps being "the crowd."  Models absolutely can be wrong, fail to account for things -- but unless you are on a uniquely magical computer, what we need (and should easily be able to design) are reproducible tests that we poor grunts of "the crowd" can examine for ourselves.  If you are on a uniquely magical computer, please understand that the rest of us are just using the regular ol' math kind, and give advice accordingly.

 

If you're at 87.3 and you have the Scaling Resist Unique from Unbreakable Guard, you essentially have 90% S/L from the second you first take any damage at all.

 

You have 90% S/L from 100% health, and this is reflected in Pines.  If you're at 87% including the scaling resist proc at 100%, you're at 90% S/L from ~57% health on down.  For SwitchFade, resist resists resistable resistance debuffs.

 

 

Edit: Since everyone else is posting builds, here's half of one.

 

 

No-Set Builds: Tanker Scrapper Brute Stalker

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I wasn't referring to S/L resist, I mean getting bonuses to resist the elements, energies and psi and recharge. 

 

That makes no sense - the only thing that Tough gives is S/L resist, so I would get nothing out of taking it if I'm at the 90% cap already.

 

Ok so your trade-off is to try to be more Blastery and Defendery over being Tankier?  To each their own.  But I would  probably not advise people to do this

 

I already don't die at +4/x8 with my current build (which includes the fighting pool), but I take ages to kill things. What do I need to be tankier for? If I can keep the same or better level of tankiness but increase my damage output, I can do more with my tanker.

 

If someone understands the tradeoff they are making by dropping fighting, and are willing to pay the silly amount of inf for the enhancements needed to do it, a build like this could work fine for anyone.

 

 

Oh also, weave is the bee's knees.

 

It's an excellent power if you have the power choices to spare and you need the defense, I agree.

 

Oh and, boxing, kick, and crosspunch all out damage barrage and energy punch. I know, sad day. I really loved my invuln/em tank on live, my main.... My first 50... I came to HC and....

 

My current build skips Energy Punch and Bone Smasher and takes Boxing, Kick, and Cross Punch instead. I know how much damage they do.

 

Seriously, you COULD skip fighting, but you could also self inflict paper cuts between your fingers while simultaneously bathing in salty-lemon juices. Or, you could trade junk kicks with a eunich. But should you?

 

My final build has defense numbers of 44.1% S/L , 42.8% F/C, 43.5% En/Neg, 13.1% Psi, and positionals all in the 22%-27% range. These are comparable numbers to my current build. (I'm more over-cap on S/L, but otherwise within 1.5%.) My resist numbers are all better than my current build with fighting in it. 25% better for F/C, 16% for E/N, 8% for toxic, and 10% for psionic.

 

And I get more damage, better to-hit bonuses, more recharge, significantly more net endurance recovery, the whole leadership pool for team bonuses . . .

 

This might be a silly-expensive build. I would certainly get far more damage out of putting this inf into any other AT over this one, but so what? This is still a good build.

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If math can't tell the story, it won't work on a computer.  If you were living a 'random' amount of time, you wouldn't be an effective tanker.

 

Numbers larger than twenty-four are witchcraft.  Nobody I know has that many fingers and toes.

QVÆ TAM FERA IMMANISQVE NATVRA

TB ~ Amazon Army: AMAZON-963 | TB ~ Crowned Heads: CH-10012 | EX ~ The Holy Office: HOLY-1610 | EV ~ Firemullet Groupies: FM-5401 | IN ~ Sparta: SPARTA-3759 | RE ~ S.P.Q.R. - SPQR-5010

Spread My Legions - #207 | Lawyers of Ghastly Horror - #581 | Jerk Hackers! - #16299 | Ecloga Prima - #25362 | Deth Kick Champions! - #25818 | Heaven and Hell - #26231 | The Legion of Super Skulls - #27660 | Cathedral of Mild Discomfort - #38872 | The Birch Conspiracy! - #39291

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If math can't tell the story, it won't work on a computer.  If you were living a 'random' amount of time, you wouldn't be an effective tanker.

 

Numbers larger than twenty-four are witchcraft.  Nobody I know has that many fingers and toes.

 

Never seen a conjoined twin have you?

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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If math can't tell the story, it won't work on a computer.  If you were living a 'random' amount of time, you wouldn't be an effective tanker.

 

To give them the benefit of the doubt, you could change their statement from "Math doesn't tell the whole story of Catrina's defense" to "Build designer math doesn't tell the whole story of Catrina's defense", because it is true that Pine's/Mid's doesn't have knobs for adjusting the incoming damage amounts based on effects like slow/-to-hit, etc.

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My final build has defense numbers of 44.1% S/L , 42.8% F/C, 43.5% En/Neg, 13.1% Psi, and positionals all in the 22%-27% range. These are comparable numbers to my current build. (I'm more over-cap on S/L, but otherwise within 1.5%.) My resist numbers are all better than my current build with fighting in it. 25% better for F/C, 16% for E/N, 8% for toxic, and 10% for psionic.

 

And I get more damage, better to-hit bonuses, more recharge, significantly more net endurance recovery, the whole leadership pool for team bonuses . . .

 

This might be a silly-expensive build. I would certainly get far more damage out of putting this inf into any other AT over this one, but so what? This is still a good build.

 

In most cases, that's with 1 enemy in range of Invincibility.

After 2-3 enemies, you're over soft-cap and It's All Good.

 

As to Mathematics, Arcana worked out on Live that Defense was just slightly over 2x better than equivallent Resistance.

 

So if you had a choice between +2% Defense and +4% Resist, you were better off with the additional Defense (up to Soft-Cap of course).

 

And please remember that Defense is totally binary.

You either take 0 damage or you take all of it.

 

Resistance is a whole other ballgame.

 

So beefing up Resists underneath Defense is STILL a winning strategy.

And it's not like an "optimal" build is going from 90/25/30 (S/L, E/N, F/C) to 90/27/34.

You're usually going to 90/40-something/60-Something.  So the gains are significant.

 

Let the others pooh-pooh experience or the math behind it.  All that matters in the end is that you're still going to be alive after something CRAZY and your teammates will be looking at you going "HOLY CRAP!  HOW DID YOU DO THAT!".

 

Then, it's truly good to be The Tank.

 

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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