So, when reworking Gilly, there were a couple ‘rules’ regarding the character that I had to adhere to:
1. If it isn’t a punch, I can’t have. Gilly has magic gloves — no uber foot stomps, no jump kicks.
2. Gilly’s happy: no Rage.
3. Gilly is the Gilly Jumping Bean. As much as Air Superiority might be nice, Gilly Jumps, and I don’t have slots for another pool.
4. Gilly loves to taunt. Taunt cannot be put off to level 22 or whatever, just so I can get Stamina faster.
Here’s how I’ll probably respec Gilly (note: she’s currently level 18):
Archetype: Tanker
Primary Powers – Ranged : Invulnerability
Secondary Powers – Support : Super Strength
01 : Jab acc(01) dam(3) dam(31) dam(36) dam(39) dam(40)
01 : Temp Invulnerability damres(01) damres(5) damres(5) damres(7) damres(7) damres(9)
02 : Punch acc(02) dam(3) dam(29) dam(36) dam(37) dam(40)
04 : Dull Pain recred(04) recred(11) recred(13) recred(17) recred(21) recred(21)
06 : Combat Jumping jmp(06)
08 : Unyielding damres(08) damres(9) damres(11) damres(13) damres(15) damres(19)
10 : Taunt tntdur(10)
12 : Resist Physical Damage damres(12) damres(15) damres(17) damres(19)
14 : Super Jump jmp(14)
16 : Swift rnspd(16)
18 : Invincibility thtbuf(18)
20 : Health hel(20) hel(27) hel(27) hel(33) hel(34) hel(39)
22 : Stamina endrec(22) endrec(23) endrec(23) endrec(25) endrec(25) endrec(29)
24 : Knockout Blow acc(24) dam(31) dam(33) dam(34) dam(37) dam(39)
26 : Haymaker acc(26) dam(31) dam(33) dam(34) dam(37) dam(40)
28 : Resist Energies damres(28)
30 : Resist Elements damres(30)
32 : Unstoppable recred(32)
35 : Hurl acc(35) dam(36)
38 : Hand Clap acc(38)
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01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)
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What it does:
1. Smash/Lethal is slotted to be capped by level 19 (though I don’t *really* cap until SO’s at 22).
2. Dull Pain has the slots to go perma by the time I can get SO’s at 22.
3. Between the smash/lethal resistance and the Dull pain giving her 140% health, and fast Health, she should be pretty darn capable as a tank.
What it doesn’t do:
1. Damage. However, With just Jab, Punch, and Brawl until level 24, running 3 toggles, I should be able to manage the inevitable endurance problems.
2. Solo quickly. She’ll solo slower than dirt, but look at the build, people: she is clearly designed to tank for a group, getting and holding aggro. If it’s really frustrating, I’ll swap the Acc’s in my attacks for Damage, and rely on the ToHit buff in Invincibility to help her hit.
I’d *like* to have Haymaker sooner, sure. I’d like to be the king of all Londinium and wear a shiny hat, but that’s not going to happen.
Gilly jumps, Gilly taunts, and Gilly is really tough (both by virtue of her resistances and her unusually high health). I play her STRICTLY to tank for teams, and I want to be able to do that well. I think this gets me what I want.
Caveat:
There’s a really good possibility that in production I’ll slot Stamina a little later. I’ll *get* it at the same time, but I don’t *think* that I’m going to have endurance problems AT level 22, because she has so few attacks: Stamina’s an investment for when I start putting Knockout Blow and Haymaker into the rotation. If this guess turns out to be true, I’ll probably rearrange the slotting order a bit to (a) get Dull Pain perma by 23 (b) start increasing my damage slotting sooner, and making Stamina later.
I’m also not convinced I need to six-slot health to see a nice ROI.
So… put the respec into place.
At this exact moment, it looks like this:
01 : Jab acc(01) dam(3)
01 : Temp Invulnerability damres(01) damres(5) damres(5) damres(7) damres(7) damres(9)
02 : Punch acc(02) dam(3)
04 : Dull Pain recred(04) recred(11) recred(13) recred(17)
06 : Combat Jumping jmp(06)
08 : Unyielding damres(08) damres(9) damres(11) damres(13) damres(15)
10 : Taunt tntdur(10)
12 : Resist Physical Damage damres(12) damres(15) damres(17)
14 : Super Jump jmp(14)
16 : Swift rnspd(16)
18 : Invincibility thtbuf(18)
It was hard.
* I REALLY wanted to that damres from RPD and Recharge from Dull Pain and put them into Jab and Punch (I had three slots in there before the respec.)
* I looked a Haymaker a LONG time, and thought about pushing back Stamin from 22 to 24 to squeeze it in there.
In the end, though, I stuck to my guns. So very glad I did.
* With three end-heavy toggles running, there’s no way I could have handled Haymaker.
* I’ve got three quick attacks — they don’t do great damage, but there is ALWAYS something queued, even though I didn’t have to work Taunt into the cycle.
* I’m not reaping the full benefit of four-slotted recharge on Dull Pain yet, because Gilly just has DO’s until level 22 — with four +3 DO’s, DP is up for 2 minutes and down for 90 seconds — by the time I can get SO’s, I’ll have five slots in it, and I estimate a very low down-time, even without that sixth slot.
The big question: damage resistance. Even with just DO’s, the Tsoo 50/50 crits were turning into 12/12 crits. It’s not capped, cuz she doesn’t have SO’s, but it’s as good as it can get at this point.
I stood in a mission and let five blues and whites pound on me for the 3.5 minutes between Dull Pain’s, and when DP went off, I healed up to full again. Sounds like what I wanted.
I beat them up, and when I was done, I was low on endurance (which even with only three low-endurance attacks is a problem for her right now). Since higher level guys mean longer fights, I’ll leave Gilly on white/yellow missions until she get’s stamina rolling…
which is the same level she get’s SO’s and her Damage Resistance TRULY caps…
I’m very much looking forward to level 22 on her.
Dunno if I want to tank the Synapse TF (end draining energy attacks!) to get there, though — oy. 🙂
Nice. I haven’t even looked at my Inv/Ene tanker yet. He is only one level from SOs and Taunt as I put it off until 22 as I did pretty good with Punch’voke and Invicibility ( which I have slotted for Taunt actually ) for aggro control.
His problem has always been Endurance though so right now he is slotted with End Redux in some of his powers. Might have to sit for a while and do the math for a full respec on him.
Oh, sidenote, I emailed Joe Chott, the guy who does CoH Planner, and he plans to try to have it updated for Issue 5 by the end of the weekend.
And of course, if I was just a LITTLE more lenient on when I got my Smash/Lethal close to the cap, it would look like this:
01 : Jab acc(01) dam(3) dmg(27) dam(31) dam(36) dam(39)
01 : Temp Invulnerability damres(01) damres(5) damres(5) damres(7) damres(7) damres(9)
02 : Punch acc(02) dam(3) dmg(27) dam(29) dam(36) dam(37)
04 : Dull Pain recred(04) recred(11) recred(13) recred(17) recred(21) recred(23)
06 : Combat Jumping jmp(06)
08 : Unyielding damres(08) damres(9) damres(11) damres(13) damres(15) damres(15)
10 : Taunt tntdur(10)
12 : Swift rnspd(12)
14 : Super Jump jmp(14)
16 : Health hel(16) damres(17) hel(19) hel(34) hel(39)
18 : Invincibility thtbuf(18) taunt(19) defbuf(33)
20 : Stamina endrec(20) endrec(21) endrec(23) endrec(25) endrec(25) endrec(29)
22 : Resist Physical Damage damres(22)
24 : Knockout Blow acc(24) dam(31) dam(33) dam(34) dam(37) dam(39)
26 : Haymaker acc(26) dam(31) dam(33) dam(34) dam(37) dam(40)
28 : Resist Energies damres(28)
30 : Resist Elements damres(30)
32 : Unstoppable recred(32)
35 : Hurl acc(35) dam(36) dam(40) dam(40)
38 : Hand Clap acc(38)
This also let’s her get Stamina right off at 20.
Course… I already respecced her, so this doesn’t really matter 🙂
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Good news about the planner, btw.
Do you still have the build you worked up for Invul / Energy Melee laying around somewhere? Curious to see how you worked that out.
Don’t think I have one — I can mock one up later, though, and post it.
The Inv/SS Flier that I did in response to Bill’s request was in…
Where was it… *thinks*
the “Pokes CoH Updater* thread.