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Everything posted by Gobbledigook
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The build is fine for normal content. But for the harder content the defence cap is higher at 59% i think. Defence debuffers will break through your defence and your 90% resists will not be enough unless you have backup. I know i run a Dark tanker with over 50% melee defence and capped resists and in an ITF they will take my defences down to where i am using my heal, which is FAR superior to electrics heal, quite a lot. If i did not build for a decent amount of slow resists i would also be shut down by the Dark Dwarfs and would eventually die as my attacks and heal would be locked out. But other content will have its own obstacles. I would rather have exceptional melee defence to cushion the defence debuffs than trying to build weaker defence to all types.
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I don't see 45% positional defences though, i see 35% melee defence. Even with Barrier it is still only 40%. Melee will be your primary targets most of the time. You have other ways to deal with Range. Barrier will carry you a fair bit though. The build is fine though, go with what you want. The best way to find out is try it out in some of the tougher content then readjust where needed. I have a shield Tanker that is great against most content. Throw some psi damage in and yes i have defence but no psi resists and wouldn't last long. I could build resists to psi but i wont as that will gimp the rest. My solution is to have back up for those missions or bring plenty of inspirations 😛
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Personally i would agree with Hyperstrike. I would go for more defence to melee and forego ranged defence. The more melee defence the better. The ranged attacks you receive will hit your 90% resists and you can always Taunt them or just move towards the ranged or use line of sight. Overcap to give you a buffer vs defence debuffs, it will make a big difference. I feel your build is trying to do too much Sovera and will fail because of it.
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With no DDR it is best to overcap a little. Do an ITF and watch your defences break. Time spent surviving or dead is zero dps. You are a Tank after all. sounds like you are trying to be a dps and a tank all in one. If you want to dps as a Tanker roll a shield or Bio or even Rad tanker, they have bonuses to damage.
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I will say i have a Bio and Dark Tanker and they have 45-53% defence with high resists. In an ITF you will have defence failure and they will start to hurt you but you have heals etc to cope. My shield/SS tanker with 90% DDR can stand in the middle of a horde all day long with only regen, even with rage crash. One last thing. Why does going from Agility alpha to musculature boost the resists? doesn't say anywhere that i can see, that says it does this. Bug?
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40% AoE defence isn't exactly a hole but there is always room for improvement. S/L resists are every where in sets, easy to overcap. Took me 5 minutes to do that you can spend longer and build how you want it. I guess you want musculature? but dont underestimate +recharge it will increase your dps and survival. Sounds like you know what you want. Build it 🙂 I was just furthering Statics build. I will add this one. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Science Tanker Primary Power Set: Electric Armor Secondary Power Set: Martial Arts Power Pool: Fighting Power Pool: Flight Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mu Mastery Hero Profile: Level 1: Charged Armor -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(5) Level 1: Thunder Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(45), Mk'Bit-Dmg/Rchg(45), Mk'Bit-Acc/EndRdx/Rchg(46), Mk'Bit-Acc/Dmg/EndRdx/Rchg(46), Mk'Bit-Dam%(50) Level 2: Storm Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dam%(34), Mk'Bit-Acc/Dmg/EndRdx/Rchg(37), Mk'Bit-Dmg/EndRdx(40), Mk'Bit-Dmg/Rchg(43), Mk'Bit-Acc/EndRdx/Rchg(50) Level 4: Conductive Shield -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam(5), UnbGrd-ResDam/EndRdx(7) Level 6: Static Shield -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam(9), ImpArm-ResPsi(9) Level 8: Grounded -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(11), GldArm-ResDam(11), GldArm-End/Res(25) Level 10: Lightning Field -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(13), FuroftheG-ResDeb%(19), SprMghoft-Acc/Dmg/Rchg(40), SprMghoft-Rchg/Res%(46), PrfShf-End%(48) Level 12: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(13), NmnCnv-Regen/Rcvry+(15), NmnCnv-Heal(15), NmnCnv-Heal/Rchg(27), NmnCnv-Heal/EndRdx/Rchg(27) Level 14: Kick -- Acc-I(A) Level 16: Crane Kick -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(17), SprGntFis-Acc/Dmg/Rchg(17), OvrFrc-Dam/KB(21), SprGntFis-Dmg/EndRdx/Rchg(23), SprGntFis-Acc/Dmg/EndRdx/Rchg(23) Level 18: Tough -- UnbGrd-ResDam/EndRdx(A) Level 20: Focus Chi -- GssSynFr--ToHit/Rchg(A) Level 22: Lightning Reflexes -- Flight-I(A) Level 24: Hover -- LucoftheG-Def/Rchg+(A), Krm-ResKB(25) Level 26: Power Sink -- EffAdp-EndMod/Acc/Rchg(A), EffAdp-EndMod/Acc(33) Level 28: Crippling Axe Kick -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/Rchg(29), SprBlsCol-Acc/Dmg/EndRdx(29), SprBlsCol-Acc/Dmg(34), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31), Rct-ResDam%(31) Level 32: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33), ShlWal-ResDam/Re TP(33) Level 35: Dragon's Tail -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(36), SprAvl-Acc/Dmg/EndRdx/Rchg(37), FrcFdb-Rechg%(37) Level 38: Electrifying Fences -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(39), Ann-Acc/Dmg/EndRdx/Rchg(39), Ann-Acc/Dmg/Rchg(39), Ann-Acc/Dmg/EndRdx(40), Ann-ResDeb%(48) Level 41: Ball Lightning -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/Rchg(42), SprFrzBls-Dmg/EndRdx/Acc/Rchg(43), SprFrzBls-Rchg/ImmobProc(43) Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 47: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(48), BlsoftheZ-Travel/EndRdx(50) Level 49: Afterburner -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Acc-I(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 -- Clr-Stlth(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod/Rchg(19), PrfShf-EndMod(21) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon ------------ Sorry i don't know how to put it in the spoiler yet. First time put a build post up. Switch to musculature if you want to. Switch Tough on when needed. Accolades not added.
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How to combat cascading defense failure?
Gobbledigook replied to selfunconsciousness's topic in Scrapper
Yes i just presumed it was a Scrapper as it is in the Scrapper forum. Shield defence is one set that offers good DDR. Other than those with inherent DDR in sets, ageless is the only way i know to boost DDR. -
Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Science Tanker Primary Power Set: Electric Armor Secondary Power Set: Martial Arts Power Pool: Fighting Power Pool: Flight Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mu Mastery Hero Profile: Level 1: Charged Armor -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(5) Level 1: Thunder Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(45), Mk'Bit-Dmg/Rchg(45), Mk'Bit-Acc/EndRdx/Rchg(46), Mk'Bit-Acc/Dmg/EndRdx/Rchg(46), Mk'Bit-Dam%(50) Level 2: Storm Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dam%(34), Mk'Bit-Acc/Dmg/EndRdx/Rchg(37), Mk'Bit-Dmg/EndRdx(40), Mk'Bit-Dmg/Rchg(43), Mk'Bit-Acc/EndRdx/Rchg(50) Level 4: Conductive Shield -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam(5), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(7) Level 6: Static Shield -- UnbGrd-Max HP%(A), UnbGrd-ResDam(9), UnbGrd-ResDam/EndRdx(9) Level 8: Grounded -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(11), GldArm-ResDam(11), GldArm-End/Res(48) Level 10: Lightning Field -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(13), SprMghoft-Acc/Dmg/Rchg(40), SprMghoft-Rchg/Res%(46), SprMghoft-Acc/Dmg/EndRdx/Rchg(48), FuroftheG-ResDeb%(50) Level 12: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(13), NmnCnv-Regen/Rcvry+(15), NmnCnv-Heal(15), NmnCnv-Heal/Rchg(27), NmnCnv-Heal/EndRdx/Rchg(27) Level 14: Kick -- Acc-I(A) Level 16: Crane Kick -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(17), SprGntFis-Acc/Dmg/Rchg(17), SprGntFis-Dmg/EndRdx/Rchg(23), SprGntFis-Acc/Dmg/EndRdx/Rchg(23) Level 18: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(19), UnbGrd-ResDam/EndRdx(19), UnbGrd-Rchg/ResDam(21) Level 20: Focus Chi -- RctRtc-ToHit(A) Level 22: Lightning Reflexes -- Flight-I(A) Level 24: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), Krm-ResKB(25) Level 26: Power Sink -- RechRdx-I(A) Level 28: Crippling Axe Kick -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/Rchg(34), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31), Rct-ResDam%(31) Level 32: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33), LucoftheG-Def(33), ShlWal-ResDam/Re TP(33) Level 35: Dragon's Tail -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(36), SprAvl-Acc/Dmg/EndRdx/Rchg(37), FrcFdb-Rechg%(37) Level 38: Electrifying Fences -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(39), OvrFrc-Acc/Dmg/End(39), OvrFrc-Dmg/End/Rech(39), OvrFrc-Acc/Dmg/End/Rech(40) Level 41: Ball Lightning -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/Rchg(42), SprFrzBls-Dmg/EndRdx/Acc/Rchg(43), SprFrzBls-Rchg/ImmobProc(43) Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 47: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(48) Level 49: Afterburner -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Acc-I(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 -- Clr-Stlth(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EffAdp-EndMod(A), EffAdp-EndMod/EndRdx(21) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon ------------ Came up with this quick for you.
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Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Dark Armor Secondary Power Set: Martial Arts Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Death Shroud -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg(3), SprMghoft-Dmg/Rchg(3), SprMghoft-Acc/Dmg/EndRdx/Rchg(5), SprMghoft-Acc/Dmg/Rchg(5), SprMghoft-Dmg/EndRdx/Rchg(7) Level 1: Thunder Kick -- Empty(A) Level 2: Storm Kick -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(37), TchofDth-Dam%(40), TchofDth-Acc/Dmg/EndRdx(42), Mk'Bit-Dam%(42), Mk'Bit-Acc/Dmg(43) Level 4: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9), StdPrt-ResDam/Def+(11), StdPrt-ResKB(11) Level 6: Murky Cloud -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(19), StdPrt-ResKB(21), GldArm-3defTpProc(25), UnbGrd-ResDam/EndRdx/Rchg(42) Level 8: Obsidian Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-Rchg/ResDam(23) Level 10: Dark Regeneration -- TchoftheN-Acc/EndRdx/Rchg(A), ThfofEss-+End%(15), TchoftheN-Acc/EndRdx/Heal/HP/Regen(50) Level 12: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(13), ShlWal-ResDam/Re TP(13), Rct-ResDam%(15), LucoftheG-Def/EndRdx(43) Level 14: Cobra Strike -- SprBlsCol-Dmg/EndRdx/Acc/Rchg(A), SprBlsCol-Acc/Dmg/Rchg(27), TchofDth-Dam%(33), TchofDth-Acc/Dmg(34), Mk'Bit-Acc/Dmg(34), Mk'Bit-Dam%(34) Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(17), BlsoftheZ-ResKB(19), BlsoftheZ-Travel(23), BlsoftheZ-Travel/EndRdx(25) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(27) Level 20: Focus Chi -- GssSynFr--Build%(A), GssSynFr--Rchg/EndRdx(43), GssSynFr--ToHit/EndRdx(45), GssSynFr--ToHit/Rchg(45), GssSynFr--ToHit(48), GssSynFr--ToHit/Rchg/EndRdx(50) Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(46), UnbGrd-Rchg/ResDam(46), UnbGrd-Max HP%(48) Level 26: Oppressive Gloom -- AbsAmz-ToHitDeb%(A) Level 28: Crippling Axe Kick -- SprBlsCol-Acc/Dmg/EndRdx(A), SprBlsCol-Acc/Dmg(29), Hct-Dam%(29), Hct-Dmg(31), Hct-Dmg/EndRdx(31), PrfZng-Dam%(33) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(45) Level 32: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33) Level 35: Dragon's Tail -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(36), Arm-Dmg(36), Arm-Dmg/Rchg(36), Arm-Acc/Dmg/Rchg(37), FrcFdb-Rechg%(48) Level 38: Eagles Claw -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Dmg/Rchg(39), SprGntFis-Dmg/EndRdx/Rchg(39), SprGntFis-Acc/Dmg(39), SprGntFis-Acc/Dmg/Rchg(40), SprGntFis-Acc/Dmg/EndRdx/Rchg(40) Level 41: Conserve Power -- RechRdx-I(A) Level 44: Physical Perfection -- PrfShf-End%(A) Level 47: Tactics -- EndRdx-I(A) Level 49: Cloak of Fear -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/EndRdx/Rchg(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 -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(37), PrfShf-EndMod/Acc(46) Level 0: Task Force Commander Level 0: Portal Jockey Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve ------------ Played about with nihilii's Build.
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How to combat cascading defense failure?
Gobbledigook replied to selfunconsciousness's topic in Scrapper
90%+DDR is achievable on my Shield tanker with double stacked Active Defence. If the DDR is same for Tanker and Scrapper then that is quite easily achievable. You don't need ageless to get this figure. I would think a Scrapper could build high defence but you won't have the Tankers resists, inherent and from their ATO. I build for Slow Resistance also as stacked slows will kill you fast and stop you fighting back also. -
One thing i noticed on my Bio/SS Tanker was the offensive Toxic damage bonus did not increase when i hit Rage. The damage buff does not buff the Toxic damage, whether working as intend i don't know? Could be that Rage doesnt increase Toxic damage at all.
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Shield/Dark melee would be good if you like dark melee.
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Bio, Rad, invuln, dark etc are all amazing but so is Shield. 90%+DDR for Shield Defence and good resists(especially on a Tanker) is pretty nice. Not a lot gets through.
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Could Shield defence be ported over to Sentinels also? Instead of Shield Charge it could be Shield Throw/Toss. It would be a ranged attack that bounces between targets similar to Chain induction in electric melee but with shield animation, longer cooldown and higher damage. Phalanx fighting could just be a small auto defence buff. Grant cover could work for ranged team mates. Against all the odds turned into a frontal cone +damage maybe or a +damage buff on a cooldown. Any other ideas that could work? Or bad idea? Some Shield throwing attacks would be cool also. A Shield Toss primary set to go with shield defence would be awesome. Captain america Style 🙂
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What's your Adaptation armor swapping rule of thumb?
Gobbledigook replied to Heliopause's topic in Scrapper
Offensive for the extra dps boost if you have nothing to fear and no endurance issues. Efficient if you have endurance issues and want survivability. Defensive if you want to tank up but i find efficient is enough most of the time. You can switch stances quickly to get benefits if you want extra regen/recovery for example from efficient stance with your heals then switch back to offensive. Entirely up to you and what you need. -
Could Shield defence be ported over to Sentinels also? Instead of Shield Charge it could be Shield Throw/Toss. It would be a ranged attack that bounces between targets similar to Chain induction in electric melee but with shield animation, longer cooldown and higher damage. Captain america style :). Phalanx fighting could just be a small auto defence buff. Grant cover could work for ranged team mates. Against all the odds turned into a frontal cone +damage maybe or a +damage buff on a cooldown. Any other ideas that could work? Or bad idea? Some Shield throwing attacks would be cool also.
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Focused Feedback: Invention Procs (Release Candidates)
Gobbledigook replied to Jimmy's topic in [Open Beta] Focused Feedback
With multiple mobs it would only need to proc off one. 2 procs per minute at 15% heal per proc is still nice healing for a single IO proc. Add procs from say 2 of the electric melee attacks also, could add up to a lot of healing. -
Focused Feedback: Invention Procs (Release Candidates)
Gobbledigook replied to Jimmy's topic in [Open Beta] Focused Feedback
Doesnt the Stalkers Genetic corruption from Bio Armor slot sleep IOs also in an AoE? Elec/Bio stalker would have quite some healing just from this one proc alone lol. -
Yea like Pizzamurai said Dinosaurs would need to be pretty big really. Maybe Raptors would be passable or some of the smaller dinosaurs. Bugs/insects could be fun also though. Tier 1- Ants,Tier 2- Wasps, Tier 3- Scarab/rhino beetle. Temporary Swarm of insects power.
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It is achievable to get 100% recharge resistance on a Bio Tanker. Rad will just do it a little easier. Bio has efficient stance and Recovery buffs that cover endurance. Switch to efficient pop a few buffs and switch back to offensive or defensive or just stay in efficient. I have never been drained by a freak or carnie except in the early levels maybe, but just stay in efficient then. Bio has Far more Regeneration than Rad. Bio can debuff resistances and regen, Rad debuffs defence and to hit which i cover to some extent with a Bio/Rad melee Tanker. Both are good.
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Both Sets are good. I have no problem doing a +4ITF on a Bio Tanker. They can break my defences after a while but my S/L resists are more than capped and my regen easily copes with a Horde of cimemorans beating on me. I do this in Offensive stance also, so Efficient or defensive would do it even easier. I do suggest getting a lot of slow resist built in though as stacked slows are no joke. But Rad can do this equally as well, also. On the Bio/Rad Tanker i have, i debuff enemy Defence, Resistance and Regen. Have bonus damage, good resists and defence, amazing regen and built for good recharge. DA/Rad would be pretty cool also.