Nemu
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Nemu last won the day on April 22 2022
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It's cool if you don't want to use procs, a lot of these ultra survival focused tank builds in fact use no procs and that's ok. There's always brainstorm if you are semi-curious. That requires very low to no investment at all if you just to try it out.
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You don't need cross punch when you have procced out rad therapy and ground zero. They are available every encounter if you don't build tanks like a brick with no recharge and all defense/resist. If you want to try something completely different than the "must build for 90% resist cap and def softcap when applicable" mentality that floods tanker forums take a look at this thread:
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Sometimes reading the power explains the power, sometimes, not always. This kind of defense loss also applies to stealth from the concealment pool although stealth retains a little bit of it. This is how you can see combat defense in mids Go to Options - Configuration - effects and maths and check the "attacked" box on the right.
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Nuh uh! I took Hasten, you didn't. I also took Flurry, which is the definition of a speedster. You just can't see my fastness cuz I'm too fast!
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Two can play this game! Who needs DDR when you can SPIN? Lol, LMAO, Moar SPINZ - Tanker (Bio Armor - Martial Arts).mbd
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First Attempt at a (sorta) Themed Build- Shield Defense/Battle Axe
Nemu replied to RogueMD007's topic in Tanker
The import doesn't work for me, you can drag and drop the physical mids build file to upload it. That's how it's commonly done today. -
Energy torrent does KD on melee ATs.
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I prefer to gauge performance not through best case scenario with 10 mobs feeding invincibility but by worst case scenario where there is only 1. You over invested in S/L resist. The tanker +resist ATO can easily be double stacked to give you 12% resist to all.
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You know your goals, now you need to learn game mechanics. Cliff notes on survival stats: Resists lessen damage you take, max tanker resists is 90%. This means damage only do 10% of their value Defense avoids damage all together, defense softcap for regular content is 45%. This means you will only get hit 5% of the time Both stats have types. Resists work against specific damage type. Defense works against specific damage types and also positional vectors (range/melee/aoe). Defense doesn't double dip, so the highest defense you have against an attack with the appropriate tags is the one used. For invuln build defense is usually against specific damage types like S/L. It's much much much harder to build invuln for positional defense without gimping the build. Invuln has a mix of both resist and defense, tanky invuln builds will strive for 45% defense to certain damage types AS WELL as 90% resists to S/L and high resists to other damage types. Your current build only has the 90% resist to S/L part. Tankiness is not just about hard stats, your toolkit and active mitigation is also a factor. Stuff like rotating handclap/footstomp knockdowns is another layer of mitigation you can add on top of your hard stats. Take out all the Heal IOs in health and physical perfection and you go from 44HP per second to 33 HP per second. Is 10 more HP per second worth 6 slots? I think it's a terrible commitment of 6 slots. Invuln/SS builds are everywhere, take one from infinitum's build collection and look at the stats he chased Those circles give you an idea of the type of defense/resist stats to chase for a tanky character. Here's a fairly budget friendly build that closes the gap on those defensive/resist marks and caters to your power choices. I avoided using winter sets but those drastically alter the efficacy of slot distribution for invuln builds because they provide very high typed defense bonuses Tanker (Invulnerability - Super Strength).mbd To be frank I find hover cumbersome without evasive maneuvers and even then I dislike it for melee characters. Build wise it's 3 powers you are wasting just to have a decent combat travel power. That tax very often gets in the way of optimized build goals because for tanky characters you are pretty guaranteed to need tough/weave from the fighting pool, a lot of builds also need maneuvers for more defense, and some builds greatly benefit from hasten. What that means is that if you have powers that you want for concept, then you need to make very tough choices on cuts and slotting.
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If you change you mind and want a different perspective. Try Rad/SS There are certain builds that will change your perception of the game. This is one of them.
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You know what it does do? help you survive. AoE knockdown (with the kd IO) gives you breathing room when incoming damage starts to get a little overwhelming, this will be relevant when you face mobs with heavy debuffs I looked at your build, lots of room for improvement You skipped two pretty good mitigation tools, both stun and thus can stack to give you some breathing room. Handclap can also by rotated with footstomp for chain knockdowns as another layer of mitigation. I don't know why you would opt for 2 picks in the concealment pool when cloak of darkness is superior in every way. You also have no protection from immobilize, I guess that's why you got combat teleport. But really, combat jumping is the easiest way to address the immob hole. These slots in boxing and kick are better invested in cross punch, slot cross punch for damage, not stun. This is not a game that rewards you for investing in insignificant secondary effects of a power designed to do damage first and foremost. Dark regeneration needs recharge, and a theft of essence +end proc Health and physical perfection are overslotted. Passive regeneration isn't going to help you too much. Dark armor is not a set that has a high regen base in the first place. Instead of slotting boxing and kick and using those for 28 levels you can push knockout blow up to level 20. Being a resist tanker I'm surprised you didn't at least take tough to help raise your S/L resists. I could probably write 2 posts worth of comments about various things I see in your build but instead of doing that I'm going to post a very budget friendly mostly basic SO build to give you an idea of planning a build with progression, endurance management, survival and synergy in mind, turn slot levels on to see how I place slots during the leveling process, let's not worry about sets right now, I can write another 2 posts about how to use them. DA SS basic leveling build - Tanker (Dark Armor - Super Strength).mbd During the first 20 levels you want to focus on slotting attacks and working on endurance management to support dark regeneration which is your key survival power. If you had to spend inf on one IO it would be the theft of essence proc in dark regen. Early level melee all struggle with survival because they are slots starved, so focus on attacks first which helps you kill stuff because you don't get xp for just staying alive. Dark armor doesn't get kb protection so I took acrobatics, you could get -kb IOs if you have the funds for them. I also slotted a karma -kb in combat jumping as an example. If you do have the funds for -kb IOs you can drop acrobatics, move kick and tough up and take cross punch at level 26 for a more complete offensive arsenal before level 30. Hand clap has low acc so it has more acc slotting, that combined with oppressive gloom start to form a good foundation for your proactive survival toolkit. Once you have that and are not strictly relying on dark regen to stay alive, then you can start taking the taunt auras. By level 30 you will have a decent offensive toolkit and the means to actually do a little tanking. Compare that to your build - taunt aura and taunt before level 20 with no means to actually stay alive. Super strength is weak at lower levels due to scarcity of attacks but you can get free temp powers to cover that gap while you are leveling. It's not ideal, but it beats sinking slots into bad powers like boxing/kick.
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BazookaTwo started following Nemu
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If only everyone cared about that for every build... Also I don't disagree with you, but having played this game for so long, I've long passed the absolute min/max performance phase of my COH life. Now I just min/max within the goals I set for the build ^_^ If damage was one of my goals I surely would not have build it like this.
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And interruptible. But this build is so sick it can even take crappy powers and still be sick.
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3 pages of recommendations by scrubs for scrubs. This is what you really need Real Tanks Don't Need No Toggles - Tanker (Super Reflexes - Martial Arts).mbd
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Willpower can sustain whirlwind a smidge better than SR or Shield, and we ALL know spinning is winning.