View Full Version : Major 0bvious Re-Spec
suburbanhell
04-14-2005, 12:36 PM
Ok, Major 0bvious is an SS/Invul Tank, and after going through this TF it became apparent to me that he kicks ass unless he become stunned, in which case he's probably a goner before I get my toggles turned back on...
Back on Liberty, Major Obvious was a lethal weapon, almost a tanker built like a scrapper, but as he got up in later levels it became evident that no one wants a Tank that doesn't have Taunt on their team...it took me about 6 months to slowly come to grips with the fact that as a tank, Major needs to play a more defensive role, so I respec'd him there to add taunt, etc, and when I brought him over to Liberty I ran just about the same "new" template which had been relatively untested on Liberty...
Freakshow Tank Smashers were my downfall in the Sister Psyche TF Tuesday night, and now that i've hit lvl 25 it's clear I need to make some adjustments.
Here is his current layout, unfortunately I can't remember the number of enh slots/what's in there since I am at work but anyway here goes:
Archetype: Tanker
Primary Powers - Defense : Invulnerability
Secondary Powers - Melee : Super Strength
Slot[01] Level 1 (Starting Primary) : Resist Physical Damage
Slot[02] Level 1 (Starting Secondary) : Jab
Slot[03] Level 2 : Punch
Slot[04] Level 4 : Temp Invulnerability
Slot[05] Level 6 : Flurry
Slot[06] Level 8 : Taunt
Slot[07] Level 10 : Haymaker
Slot[08] Level 12 : Hurdle
Slot[09] Level 14 : Super Speed
Slot[10] Level 16 : Health
Slot[11] Level 18 : Invincibility
Slot[12] Level 20 : Stamina
Slot[13] Level 22 : Knockout Blow
Slot[14] Level 24 : Resist Elements
So I think I need to add Unyielding in there as much as I don't want to due to the inability to move...anyway, anyone have any ideas of how I could make the Major great once again?
ThunderMace
04-14-2005, 12:45 PM
Unyeilding doesn't root you anymore. As a matter of fact it has replaced invincibility as the 'must have' power.
Have you done the respec already? If not, look up SuperAmerican on liberty. I'll rsk, and help you through it.and slotting after.
suburbanhell
04-14-2005, 12:49 PM
Actually I'm no longer on Liberty, when the Winter Lords came in it gave me the perfect opportunity to bring all my toons to Virtue, and I have not done the Respec Trial yet, hoping to take care of that tomorrow (Friday) night if I have no RL plans. :)
Sword
04-14-2005, 01:12 PM
Look up my guide right under this thread.
Personally, I'd say Flurry is a really bad idea.
Unyielding is the cornerstone of Invulnerability. Get it at lvl8 and 6-slot it ASAP.
Bah, just read my guide :D
suburbanhell
04-14-2005, 01:16 PM
Personally, I'd say Flurry is a really bad idea.
Unyielding is the cornerstone of Invulnerability. Get it at lvl8 and 6-slot it ASAP.
Flurry was an extra set of punches early on -- I'll probably change that to Hasten, or something, I was thinking *MAYBE* changing that to Jump Kick and getting SuperJump instead of SuperSpeed, toying around with that idea but not sure I'm serious about it just yet, if that' the case i would change Hurdle to Swift...hmm... As for Unyielding I was just informed by TM that it no longer roots you so you can bet I'll be getting it now...but at Lvl 8....hmm...maybe I can push Taunt out to 10...or something....anyway I'll be reading your guide for the next few minutes, apparently it's so early that I needed it pointed out to me that it existed, lol :)
Sword
04-14-2005, 01:20 PM
Persoanlly, I'd say Jump Kick is a really bad idea.
Yeah, I'm sounding like a broken record :D
I'd advise you to skip Punch. and go straight for Heymaker. Fitting in Taunt around there somewhere. The only travel power attack really worth taking is Air Superiority, but if you're not aiming for Flight you'll be better off just taking Combat Jumping or Hasten.
ThunderMace
04-14-2005, 02:25 PM
I'm a HUGE fan of Air Superiority. I call it "the poor man's Haymaker"
Jump kick's animation takes waaay too long (unless you're making a spiderman type char)
Flurry sucks as well (sorry) I'd say take hasten early only if Speed will be your travel power. if any other take it later (think 24-26 ) but thats just me.
Also resist energy is more useful than res elements especially in the late game.
suburbanhell
04-14-2005, 06:37 PM
I'm of the opinion that Major is not meant to fly, so Super Jump or Super Speed will be his mode of transportation, I'll skip on JumpKick, but do I really get rid of Punch AND Flurry? That limits him severely on offensive attacks -- won't be able to solo as much I would think? Perhaps I'm wrong?
Sword
04-14-2005, 09:54 PM
Well see, a good idea when building a Invuln tank is to first concentrate on getting your defenses built up, plus a travel power and Stamina. Then around lvl20 you've got a well-rounded defense and can start concentrating on your attacks, since this is about the time the good attacks start unlocking.
I'd advise you to get Hasten and perma it (6 recharge). This way you can have fewer, more powerfull attacks that recharge faster. Then you won't need Punch or some wussy pool power attack to have enough attacks.
Let's say we go with super speed for travel power, your build should look something like this at lvl24:
Slot[01] Level 1 (Starting Primary) : Resist Physical Damage /DamRes,DamRes,DamRes,DamRes,DamRes
Slot[02] Level 1 (Starting Secondary) : Jab /Acc
Slot[03] Level 2 : Temp Invulnerability /EndRdx
Slot[04] Level 4 : Taunt /Taunt
Slot[05] Level 6 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
Slot[06] Level 8 : Unyielding Stance /DamRes,DamRes,DamRes,DamRes,DamRes,DamRes
Slot[07] Level 10 : Haymaker /EndRdx,Dmg,Dmg,Dmg,Dmg
Slot[08] Level 12 : Hurdle /Jump
Slot[09] Level 14 : Super Speed /Run
Slot[10] Level 16 : Health /Heal
Slot[11] Level 18 : Invincibility /HitBuf
Slot[12] Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec
Slot[13] Level 22 : Knockout Blow /EndRdx
Slot[14] Level 24 : Resist Energies /DamRes
This gets you decent damage protection, a travel power, allmost fully-slotted Stamina and leaves you open to start putting more slots in your attacks. Preferrably Heymaker and KO Blow.
suburbanhell
04-14-2005, 10:29 PM
Ah that's one thing I was meaning to ask after I read your guide -- TI -- why only one slot?
ThunderMace
04-14-2005, 11:44 PM
AS does the same (if not more) dmg than punch. So does kick.
Agree with sword except about the hasten thing.
I get leave jab with 1 or 2 enh slots, that means you can slot up haymaker and KO. I always get AS and slot it too only after:
1. you slot your defenses
2. you slot KOblow
3. you slot Haymaker
Then it's cake and pie
by 40 all your attacks can be 6 slotted, even with taking care of your defenses (even jab).
Sword
04-15-2005, 08:58 AM
Ah that's one thing I was meaning to ask after I read your guide -- TI -- why only one slot?
Heh, the answer to that question is what mostly seperates a good Invuln build from slot-wasting one.
Invuln has an over-abundance of smashing/lethal protection in its powers. You can go WAY above the resistance cap without even knowing it. TI gives a huge amount of resistance, which means that putting just about any extra slots in it will shoot you past the cap. Here's the numbers:
UY 6-slotted: 44%
RPD 6-slotted: 27.5%
So with just those two, you have 71.5% resistance to smashing/lethal. But this isn't the cap. The cap is 90% and as a Invuln tank you should be able to reach the caps.
So, to get over the cap, you get TI.
TI with no DamRes enhachers: 32.5%
So, with just the starting slot, you now have 94% if you activate TI.
suburbanhell
04-15-2005, 11:37 AM
AS does the same (if not more) dmg than punch. So does kick.
Agree with sword except about the hasten thing.
I get leave jab with 1 or 2 enh slots, that means you can slot up haymaker and KO. I always get AS and slot it too only after:
1. you slot your defenses
2. you slot KOblow
3. you slot Haymaker
Then it's cake and pie
by 40 all your attacks can be 6 slotted, even with taking care of your defenses (even jab).
Ok, well...what's a good replacement for AS since flying is something Major 0bvious will never do?
suburbanhell
04-15-2005, 11:38 AM
Heh, the answer to that question is what mostly seperates a good Invuln build from slot-wasting one.
Invuln has an over-abundance of smashing/lethal protection in its powers. You can go WAY above the resistance cap without even knowing it. TI gives a huge amount of resistance, which means that putting just about any extra slots in it will shoot you past the cap. Here's the numbers:
UY 6-slotted: 44%
RPD 6-slotted: 27.5%
So with just those two, you have 71.5% resistance to smashing/lethal. But this isn't the cap. The cap is 90% and as a Invuln tank you should be able to reach the caps.
So, to get over the cap, you get TI.
TI with no DamRes enhachers: 32.5%
So, with just the starting slot, you now have 94% if you activate TI.
Wow....so I am very curious, how does one figure out the math in this game, like where do you get those percentages? This has been extremely helpful for my respec tonight. :)
Sword
04-15-2005, 11:43 AM
Heh, there are people who have doen it by simple testing and calculating in game.
I'd give you a link to a great site for calculating resistance and defense if the official boards weren't down for maintainance :mad:
You can still take AS by the way. Taking AS doesn't mean you have to take Flight ;)
suburbanhell
04-15-2005, 11:59 AM
Heh, there are people who have doen it by simple testing and calculating in game.
I'd give you a link to a great site for calculating resistance and defense if the official boards weren't down for maintainance :mad:
You can still take AS by the way. Taking AS doesn't mean you have to take Flight ;)
This is true, lol, I just didn't want to waste a powerpool since you can only have 4, though now that I think of it I guess I would only really use speed and fitness for this build...hmm...
Sword
04-15-2005, 12:12 PM
Many SS and EM tankers take AS becuase it's such a good attack. (The Knockdown and -Fly is great) since we generally don't need more than two pools.
Here's soem variations to think about on the build I posted btw.
Slot[01] Level 1 (Starting Primary) : Resist Physical Damage /DamRes,DamRes,DamRes,DamRes,DamRes
Slot[02] Level 1 (Starting Secondary) : Jab /Acc
Slot[03] Level 2 : Temp Invulnerability /EndRdx
Slot[04] Level 4 : Taunt /Taunt
Slot[05] Level 6 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
Slot[06] Level 8 : Unyielding Stance /DamRes,DamRes,DamRes,DamRes,DamRes,DamRes
Slot[07] Level 10 : Haymaker /EndRdx,Dmg,Dmg,Dmg,Dmg
Slot[08] Level 12 : Hurdle /Jump
Slot[09] Level 14 : Super Speed /Run
Slot[10] Level 16 : Health /Heal
Slot[11] Level 18 : Invincibility /HitBuf
Slot[12] Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec
Slot[13] Level 22 : Knockout Blow /EndRdx
Slot[14] Level 24 : Resist Energies /DamRes
The reason this build has 5 slots in RPD, is becasue there wasn't anything else worth-while to put slots in at that level. You can consider taking Dull Pain at a very early level and put slots in that instead.
Instead of taking Hasten at lvl6, you can stick in Combat Jumping, if you want Leaping instead.
The last power I chose, Resists Energies, can really be switched out with anything else you want. You can get by just fine without either of the Auto-Resist powers yet. So you can stick in Hasten or AS here instead to make sure you have a decent damage output.
ThunderMace
04-15-2005, 12:35 PM
This is a very good build, and you could follow this with no problems.
Now if you want more offense, you could not take TI and get punch, however TI, I feel, is more important at early lvls. (I feel YOU want more offense early)
You don't Have to have it, though, I've tried a build without it once and it's do-able. (I hated it btw)
Agree about the resists energy thing I didn't pick it up until my 30s with no ill effects.
suburbanhell
04-15-2005, 01:50 PM
This is a very good build, and you could follow this with no problems.
Now if you want more offense, you could not take TI and get punch, however TI, I feel, is more important at early lvls. (I feel YOU want more offense early)
You don't Have to have it, though, I've tried a build without it once and it's do-able. (I hated it btw)
Agree about the resists energy thing I didn't pick it up until my 30s with no ill effects.
Yeah a part of me still goes "But he was a solo juggernaut back when you started, don't take away his offense", lol, my first hero I had no idea what I was doing except tha tI was kicking ass till I hit about....12-16 on Liberty and then no one wanted me cos I didn't have half of what you need as a tank, I can't remember but I think his original build was something like this:
Slot[01] Level 1 (Starting Primary) : Resist Physical Damage /DamRes
Slot[02] Level 1 (Starting Secondary) : Jab /Acc,Dmg,Dmg,Dmg,Dmg
Slot[03] Level 2 : Punch /Acc,Dmg,Dmg,Dmg,Dmg
Slot[04] Level 4 : Temp Invulnerability /DamRes
Slot[05] Level 6 : Flurry /Acc,Dmg,Dmg,Dmg,Dmg
Slot[06] Level 8 : Resist Elements /DamRes
Slot[07] Level 10 : Haymaker /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[08] Level 12 : Resist Energies /DamRes
Slot[09] Level 14 : Super Speed /Run
Slot[10] Level 16 : Swift /Run
Slot[11] Level 18 : Invincibility /DefBuf,HitBuf
Slot[12] Level 20 : Knockout Blow /Acc,Dmg,Dmg,Dmg,Dmg
Slot[13] Level 22 : Health /Heal
Slot[14] Level 24 : Stamina /EndRec
And looking back on it while I was a powerhouse solo...it got me killed, a LOT, it's a wonder I even got up to respec him on Liberty at all, so I've come a long way, but I still have a tendency to focus on offense and I just need to get that out of my head really.
Sword
04-15-2005, 02:15 PM
Yup, just accept that you're a reverse scrapper. A scrapper grows into his offense first but reamins squishy for soem time before his defense starts rounding out. You have to go the opposite way. In the end you'll be an offesive juggernaut, but it will take some time.
suburbanhell
04-15-2005, 02:33 PM
Exactly.
Here's what I think I'm respecing to:
Slot[01] Level 1 (Starting Primary) : Resist Physical Damage /DamRes,DamRes,DamRes,DamRes,DamRes
Slot[02] Level 1 (Starting Secondary) : Jab /Acc
Slot[03] Level 2 : Temp Invulnerability /EndRdx
Slot[04] Level 4 : Taunt /Taunt
Slot[05] Level 6 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
Slot[06] Level 8 : Unyielding /DamRes,DamRes,DamRes,DamRes,DamRes,DamRes
Slot[07] Level 10 : Haymaker /EndRdx,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[08] Level 12 : Hurdle /Jump
Slot[09] Level 14 : Super Speed /Run
Slot[10] Level 16 : Health /Heal
Slot[11] Level 18 : Invincibility /HitBuf
Slot[12] Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
Slot[13] Level 22 : Knockout Blow /EndRdx
Slot[14] Level 24 : Resist Elements /DamRes
Then I was mussing around with the hero planner and I think I'm heading in this direction, though...after about 38 I get kind of lost...lol...oh well it'll be ages before I hit that anyway. :)
Slot[01] Level 1 (Starting Primary) : Resist Physical Damage /DamRes,DamRes,DamRes,DamRes,DamRes,DamRes
Slot[02] Level 1 (Starting Secondary) : Jab /Acc
Slot[03] Level 2 : Temp Invulnerability /EndRdx
Slot[04] Level 4 : Taunt /Taunt
Slot[05] Level 6 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
Slot[06] Level 8 : Unyielding Stance /DamRes,DamRes,DamRes,DamRes,DamRes,DamRes
Slot[07] Level 10 : Haymaker /EndRdx,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[08] Level 12 : Hurdle /Jump
Slot[09] Level 14 : Super Speed /Run,Run
Slot[10] Level 16 : Health /Heal,Heal
Slot[11] Level 18 : Invincibility /HitBuf,HitBuf,HitBuf
Slot[12] Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
Slot[13] Level 22 : Knockout Blow /EndRdx,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[14] Level 24 : Resist Elements /DamRes,DamRes,DamRes,DamRes,DamRes,DamRes
Slot[15] Level 26 : Tough Hide /DefBuf,DefBuf
Slot[16] Level 28 : Resist Energies /DamRes,DamRes,DamRes,DamRes,DamRes,DamRes
Slot[17] Level 30 : Air Superiority /EndRdx,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[18] Level 32 : Unstoppable /Rchg,Rchg,Rchg,Rchg
Slot[19] Level 35 : Hurl /EndRdx,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[20] Level 38 : Foot Stomp /EndRdx,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[21] Level 41 : Combat Jumping /DefBuf,DefBuf,DefBuf
Slot[22] Level 44 : Super Jump /Jump,Jump
Slot[23] Level 47 : Acrobatics /EndRdx
Slot[24] Level 49 : Fly /Fly,Fly
Slot[25] Level 1 : Brawl /Acc
Slot[26] Level 1 : Sprint-Prestige /Empty
Slot[27] Level 2 : Rest /Rchg
Sword
04-15-2005, 02:56 PM
Yeah, the build looks good for the beginning, but goes off track toward the end :D
First of all, you might consider an Epic Power Pool. Tankers swear by the Eneregy Mastery Pool, since the first power is Conserve Power. With conserve power 6-slotted with recharge, you can drop the EndRdx in your attacks and go 6-slotted damage instead. Conserve Power takes care of the endurance issues. Persoanlly, I haven't tried that. I felt like getting soem more attacks instead with my tank :D
Some general build nit-picking:
You've got a lot of extra slots thrown hap-hazerdly into power pools. Try taking most of those out and stick them in primary or secondary powers.
Slotting most power pools is mostly for when you have nothing else to slot. AT ALL.
Acrobatics is completely useless. Unyielding gives you great mez protection allready.
Unstoppable can't be made perma, so it's generally a waste to slot it at all. It's nice to have for some extreme situations but not usefull enough to slot up.
I don't have a high-level Super Strnegth tanker myself, but I've never heard a SS tank say anything even remotely positive about Hurl. "hurl makes me hurl" is a common expression. Supposedly, it has a REALLY long animation time, short range and low damage compared to the time it takes to use it.
That said, I'm probably going to take it anyway on my Inv/SS tank, just becasue it's cool :D
I'd consider using spare slots in Invinciblity to put DefBuff in it.
I notice you don't have Dull Pain. I'd strongly adives you to get this and 4-slot it with rechargers. It's your only protection from Psionic damage.
in the 40+ game, Psi mobs are plenty and tear you completely apart.
suburbanhell
04-15-2005, 03:09 PM
Yeah, the build looks good for the beginning, but goes off track toward the end :D
First of all, you might consider an Epic Power Pool. Tankers swear by the Eneregy Mastery Pool, since the first power is Conserve Power. With conserve power 6-slotted with recharge, you can drop the EndRdx in your attacks and go 6-slotted damage instead. Conserve Power takes care of the endurance issues. Persoanlly, I haven't tried that. I felt like getting soem more attacks instead with my tank :D
Some general build nit-picking:
You've got a lot of extra slots thrown hap-hazerdly into power pools. Try taking most of those out and stick them in primary or secondary powers.
Slotting most power pools is mostly for when you have nothing else to slot. AT ALL.
Acrobatics is completely useless. Unyielding gives you great mez protection allready.
Unstoppable can't be made perma, so it's generally a waste to slot it at all. It's nice to have for some extreme situations but not usefull enough to slot up.
I don't have a high-level Super Strnegth tanker myself, but I've never heard a SS tank say anything even remotely positive about Hurl. "hurl makes me hurl" is a common expression. Supposedly, it has a REALLY long animation time, short range and low damage compared to the time it takes to use it.
That said, I'm probably going to take it anyway on my Inv/SS tank, just becasue it's cool :D
I'd consider using spare slots in Invinciblity to put DefBuff in it.
I notice you don't have Dull Pain. I'd strongly adives you to get this and 4-slot it with rechargers. It's your only protection from Psionic damage.
in the 40+ game, Psi mobs are plenty and tear you completely apart.
Ah, that's right -- Major, being my main, is my highest char in level, so I don't even know what the epic power pools are, but that one sounds really great, and a FAR better use of my slots. I probably will keep Hurl just based on who he is rp-wise, when would you suggest I add DP?
Sword
04-15-2005, 03:16 PM
Well, looking at your build i could suggest taking it at lvl26 instead of Tough Hide.
The great thing about DP is that it increases your HP by 40%. The healign in it is more of an added bonus.
So, if you make Dull Pain perma. you'll have constantly 40% more HP. Which is pretty much the same as having 40% more resistance vs everything. It gives you a much bigger buffer when it comes to Psi, but also vs other damage types. If nothing else, you should have it before lvl40, but it's allways nice to have.
suburbanhell
04-15-2005, 03:32 PM
Well, looking at your build i could suggest taking it at lvl26 instead of Tough Hide.
The great thing about DP is that it increases your HP by 40%. The healign in it is more of an added bonus.
So, if you make Dull Pain perma. you'll have constantly 40% more HP. Which is pretty much the same as having 40% more resistance vs everything. It gives you a much bigger buffer when it comes to Psi, but also vs other damage types. If nothing else, you should have it before lvl40, but it's allways nice to have.
Can you perma 2 skills? I thought you could only autofire up one? So I should take DP at 26 -- I'm thinking something like this for 26-41:
Slot[15] Level 26 : Dull Pain
Slot[16] Level 28 : Tough Hide
Slot[16] Level 30 : Resist Energies
Slot[17] Level 32 : Air Superiority
Slot[18] Level 35 : Unstoppable
Slot[19] Level 38 : Hurl
Slot[20] Level 41 : Foot Stomp
Since if memory serves Epics aren't available until 40 anyway. At that point I'd have space for the EM Pool then...
Sword
04-15-2005, 03:35 PM
Get Footstomp as soon as it's available. KO Blow and Footstomp are the two goodies in the set.
Conserve Energy becomse available at lvl41, so get that then.
Push Unstoppable or Hurl further back.
suburbanhell
04-15-2005, 03:42 PM
Get Footstomp as soon as it's available. KO Blow and Footstomp are the two goodies in the set.
Conserve Energy becomse available at lvl41, so get that then.
Push Unstoppable or Hurl further back.
Ty :) I'm SO copying and pasting this whole thread into an emial when I get home y'know, just incase the boards disappear by the time I get to 41, LOL.
suburbanhell
04-18-2005, 02:40 PM
Ty for all your advice, it's safe to say that at the moment, Major is nearly indestructable, took on Bastion's TF last night (well the first 5 missions or so, I kind of fell asleep during the 5th one so when I woke up I logged off and sadly will have to re-do that TF again), but (and I wish i had my screen shots at work so I could post some of them), I was taking a BEATING from the 5th and it was barely scratching me. Very pleased with the results.
I am curious, however, I am able to run Unyielding, TI, and Invincibility all at the same time, I thought Unyielding & TI could not run together?
Sword
04-18-2005, 04:21 PM
Old info. After Issue 3, all Invuln armours can be used at the same time.
And good to hear you're indestructable. That's your job after all ;)
suburbanhell
04-18-2005, 05:21 PM
Sweet! :D
ThunderMace
04-18-2005, 07:20 PM
Hey! I like Hurl. it does good damage slotted up (between punch and haymaker) tags runners and knocks **** back a good ways, it's hella fun, but to a min/maxer I can see the downsides.
I too, would take dull pain before Tough Hide. As a matter of fact tough hide sucks IMO. If you have a spare slot (you shouldn't BTW) take something else.
By 28-30 you will be a hard hitting mother :)
P.S. I personally would take Rage. Great for soloing, not so much for team play, but smacking someone for 800 points of damage never gets old to me :)
suburbanhell
04-19-2005, 11:44 AM
I just respec'd and I think I already screwed up, ack! lol...not *too* bad I don't think but anyway here's what happened when I respecd at 25 I took:
Slot[01] Level 1 (Starting Primary) : Resist Physical Damage /DamRes,DamRes,DamRes,DamRes,DamRes
Slot[02] Level 1 (Starting Secondary) : Jab /Acc
Slot[03] Level 2 : Temp Invulnerability /EndRdx
Slot[04] Level 4 : Taunt /Taunt
Slot[05] Level 6 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
Slot[06] Level 8 : Unyielding /DamRes,DamRes,DamRes,DamRes,DamRes,DamRes
Slot[07] Level 10 : Haymaker /EndRdx,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[08] Level 12 : Hurdle /Jump
Slot[09] Level 14 : Super Speed /Run
Slot[10] Level 16 : Health /Heal
Slot[11] Level 18 : Invincibility /HitBuf
Slot[12] Level 20 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
Slot[13] Level 22 : Knockout Blow /EndRdx, Dmg, Dmg
Slot[14] Level 24 : Dull Pain /Rchg
At 26 I added Resist Elements when I think I should've taken Tough Hide...will I be able to still take tough hide at 28 and resist energies at 30 without having to worry about losing anythign else?
Sword
04-19-2005, 02:55 PM
**** Tough Hide.
Your build looks great.
Now go out there and tank dammit! :P
suburbanhell
04-19-2005, 10:32 PM
Yes sir! :D
suburbanhell
05-13-2005, 09:06 PM
So, I'm coming up on my lvl 34 Re-spec and I still have the free I4 re-spec banked, here's Major in a nutshell, where does he go from here, any changes necessary aside from Unstoppable?
http://home.comcast.net/~patuleia/M032.gif
Sword
05-14-2005, 10:20 AM
Hmmm...
well, if you do a respec, I'd pull the slots out of RPD and remove Unstoppable and perhaps Tough Hide.
Add some slots to Dull Pain.
Add Rage from Super Strength. The combined Acc bonus from Invince and Rage is great. Also, a 80% damage boost is not to be ignored.
If you feel Super Jump fits your hero better than Super Speed, you can trade that now.
suburbanhell
05-22-2005, 02:48 AM
Ok, so I've FINALLY gotten the respec mission done, here is Major at 35:
http://home.comcast.net/~patuleia/M034.jpg
Recently I've read between here and the invul guide that you can cap without any slots in RPD, but I'm not really sure I want to change given how GREAT he has been on recent av missions (sk'd of course) -- So...what's the easiest way to cap everything with the fewest slots possible? And which of these powers aren't even necessary, since I'm looking to add combat jumping/super jumping as a travel power (without getting rid of SS since I am keeping hasten anyway)?
Thanks in advance.
vyxzuw
05-22-2005, 03:02 AM
The least amount of slots to cap: (Assuming 1 end in toggles)
Unyielding 1end 5res (20+20=40%)
TI 1end 3res (32.5+19.5=52%)
92%
Like I said, though. That will mean that you have no passive S/L. (which is useful for soloing. 5 slots in RPD, and Unyielding with 5 slots, gives you 65%...and saves end by not using TI)
Also I use http://cohvault.ign.com/ for info on some powers. (they don't have everything, but they do have scrapper and tank def/res charts. Go do Guides on the left side, and choose tank or scrapper and select the def/res chart)
suburbanhell
05-22-2005, 03:06 AM
How do you (or anyone for that matter) come up with the cap numbers? I don't know where the math lies and I'd like to be able to figure it out myself just as a knowledge thing...
vyxzuw
05-22-2005, 03:08 AM
Use the link Luke! :P
Sword
05-22-2005, 02:17 PM
The two most min/max ways of reaching max resistance with minimum of effort:
RPD: 1DamRes
TI: 1EndRed
Resist Elements: 5DamRes
Unyielding: 6DamRes
Resist Energies: 5DamRes
Slot everything with +3lvls green SOs.
or you can do this:
TI: 2DamRes
Resist Elements: 5DamRes
Unyielding: 6DamRes
Resist Energies: 5DamRes
For respeccing your tanker, I'd advise you to take TI as your first power and Dull Pain as your second. Simply becausue if you don't, you're forced to put slots in RPD, TI or your first attack. Take RPD farther out in the build when you have the room. If you take it at all.
RPD is mostly used for two things:
1) It's ok to have a bit of resistance if your toggles drop.
2) It lets you use only Unyielding and Invince as your defense powers a lot more. The limit of damage that has to come your way to force you to turn on TI is much higher with RPD.
If you want to drop powers from your build, my reccomendations are RPD, Tough Hide and/or Unstoppable. Tough Hide is just "ok" to have at best. Unstoppable is fun, but not used very often. And RPD I've talked about above.
Personally, at lvl42, I have RPD and Tough Hide. Both unslotted. If I do another respec, I'm dropping Tough Hide and possibly RPD.
Edit: oh, and here is the best place to get a complete overwiev of EXACTLY what your resistance and defense numbers are:
http://techconnx.net/defcalc/intro.php
suburbanhell
05-22-2005, 03:02 PM
Ah interesting -- currently my resistances are:
Totals Damage Type => Smash Lethal Negative Toxic Fire Cold Energy Psionic Disorient Sleep Hold Immobilize Knockback Total Resistance200.55200.55167.5133.7167.5167.5167.5012 3123123123123Total DefensesMelee9.2259.2259.2259.2259.2259.2259.225-59.2259.2259.2259.2259.225Ranged4.2254.2254.2254.2 254.2254.2254.225-54.2254.2254.2254.2254.225AoE4.2254.2254.2254.2254 .2254.2254.225-54.2254.2254.2254.2254.225
Am I capped out...or...?
suburbanhell
05-22-2005, 03:02 PM
Im glad that printed out correctly... :rolleyes:
vBulletin® v3.7.2, Copyright ©2000-2012, Jelsoft Enterprises Ltd.