Jump to content

Biff Pow

Members
  • Posts

    271
  • Joined

  • Last visited

Posts posted by Biff Pow

  1. I've been working on this build. It's not over the top defensive like most Tanker builds, but the mix of resists, defense and regen makes it very sturdy. And fun!

     

    Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    InvSS: Level 50 Science Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-EndRdx/Rchg(9), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Max HP%(33)
    Level 1: Jab -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(11), Acc-I(11)
    Level 2: Punch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/Rchg(5), KntCmb-Dmg/EndRdx/Rchg(13), Acc-I(13)
    Level 4: Fly -- Flight-I(A)
    Level 6: Air Superiority -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx/Rchg(15), Acc-I(15)
    Level 8: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(19), ImpArm-EndRdx/Rchg(19), ImpArm-ResDam/EndRdx/Rchg(36), ImpArm-ResDam(36), ImpArm-ResPsi(36)
    Level 10: Taunt -- Taunt-I(A)
    Level 12: Dull Pain -- NmnCnv-Heal(A), NmnCnv-Heal/Rchg(48), RechRdx-I(48)
    Level 14: Afterburner -- Rct-ResDam%(A)
    Level 16: Resist Physical Damage -- ImpArm-ResDam(A), ImpArm-ResPsi(31), StdPrt-ResDam/Def+(31), GldArm-3defTpProc(34), ImpSki-Status(34), Ags-Psi/Status(34)
    Level 18: Invincibility -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(27), ShlWal-Def(27), ShlWal-ResDam/Re TP(37), LucoftheG-Def(37), LucoftheG-Def/Rchg+(37)
    Level 20: Knockout Blow -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(21), SprGntFis-Acc/Dmg/Rchg(21), SprGntFis-Dmg/EndRdx/Rchg(23), SprGntFis-Acc/Dmg/EndRdx/Rchg(23), SprGntFis-Rchg/+Absorb(25)
    Level 22: Resist Energies -- ImpArm-ResDam(A), ImpArm-ResPsi(50)
    Level 24: Resist Elements -- ImpArm-ResDam(A), ImpArm-ResPsi(50)
    Level 26: Tough Hide -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(43), ShlWal-Def/EndRdx/Rchg(43), ShlWal-Def(43)
    Level 28: Rage -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(29), AdjTrg-ToHit/EndRdx/Rchg(29), AdjTrg-EndRdx/Rchg(31), AdjTrg-Rchg(48), RechRdx-I(50)
    Level 30: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(46)
    Level 32: Unstoppable -- ImpArm-ResPsi(A)
    Level 35: Focused Accuracy -- RctRtc-Pcptn(A)
    Level 38: Foot Stomp -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(39), SprMghoft-Acc/Dmg/Rchg(39), SprMghoft-Dmg/EndRdx/Rchg(39), SprMghoft-Acc/Dmg/EndRdx/Rchg(40), SprMghoft-Rchg/Res%(40)
    Level 41: Physical Perfection -- NmnCnv-Heal(A), NmnCnv-Regen/Rcvry+(42), Mrc-Rcvry+(42), RgnTss-Regen+(42)
    Level 44: Laser Beam Eyes -- Apc-Acc/Dmg/Rchg(A), Apc-Acc/Rchg(45), Apc-Dmg/EndRdx(45), Apc-Dam%(45), OvrFrc-Acc/Dmg/End(46), OvrFrc-Dam/KB(46)
    Level 47: Super Jump -- WntGif-ResSlow(A)
    Level 49: Hand Clap -- Acc-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet 
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(17), Heal-I(25)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(17), EndMod-I(40)
    ------------

  2. 59 minutes ago, Infinitum said:

    Well you wont whiff with this build with or without FA, FA is on this build for enemies that try to blind you - they don't with this... Ever.

    Put the +Perception IO in FA and you don't even need to turn it on.

  3. 2 minutes ago, Greycat said:

    Would it do the same if, say, you had three of one set, one of the other - would both get "promoted" one bonus tier?

    Yes. With six slots you could have five first tier bonuses, or a five tier and a two tier, two first tiers and a third tier... The goal is really just to create more Invention Set combo possibilities. If it seems too powerful, making it unique is a good idea.

  4. This is an idea to add even more diversity and (imo) fun to Invention Sets. Is it too powerful? Maybe, but I'll throw it out there and see if there's any interest.

     

    A new Wildcard IO would not give any direct enhancements, but would count towards the Invention Set Bonuses of every other IO slotted into the power.

     

    Example: if you have one "Thunderstrike" IO and one "Devastation" IO slotted in an attack, you get no Set Bonuses. But add a Wildcard IO, it counts towards BOTH and now you get the first bonus for both sets. The trade-off is that the Wildcard itself is a wasted slot, it doesn't enhance the power at all.

     

    Only one Wildcard IO allowed per power, so you can't get two fourth-tier bonuses. I'm not even sure how often people would use them, this idea is just a fun option to add to creating builds.

    • Like 3
  5. The Dark Astoria storyarcs help because you can get an Incarnate component at the end of each (with a chance for rare ones.)

     

    I'd also recommend ignoring Incarnate Shards, they barely drop and just confuse things. Build everything with Threads and Empyrean Merits.

    • Like 1
×
×
  • Create New...