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561 ExcellentAbout PLVRIZR
- Birthday 04/21/1965
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Thanks for the feedback! As always, there are some picks due to theme or utility...not the absolute min/max for 4* content. -Rech is without Hasten. The originally posted Mids file didn't have +5 IOs (which are in game), so those should be a wash and nearly perma. -EndRx in Rad Therapy is because this is a leveling build and it was a huge end drain. Also, ToE end refill doesn't proc like it used to...so it's great when it fires, but when it doesn't, end is a big issue...as you point out. -Defense slotting isn't "half hearted", because it isn't hearted, at all. Those are just organic effects of other slotting. No specific defense targeted. -BotZ because 10 pts of KB protection just doesn't cut it with the new updates...especially the FREEM! from Council. 14 (with BotZ) keeps you on your feet for everything but the unresistable stuff (like the Crimson Prototype). Tanks of any armor should never be on their backs (or hibernating, for that matter...personal opinion). -The Aegis and Impervium psi uniques are both there. Did you miss that fact? -Nerve for to-hit. Even with double Rage, hitting is paramount. Having said that, I would seriously reconsider Resilient, instead. I use Meltdown constantly, but might be beneficial to have Resilient, perma. -Fireball? Yeah, no. This is a tank, not brute or blaster. Having the absorb unique (from Entomb - in Char)...along with a nice ST hold and an amazing AOE debuff in Melt Armor (also adding the juicy Achilles proc) far outweighs the damage from Fireball...especially in general or all-tank gameplay. Your "mansion" analogy isn't pertinent, with this build philosphy. -SJ for function and concept - not negotiable. Your posted template misses several key pieces, like Power Transfer +HP (x2) and Panacea +HP...they do add up. You were summoned and responded. Appreciate that....but outdo you? LOL, no-one can out do you, because your opinion is (and should be) the best for you.
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My pleasure and we had a blast. Seven tanks took on the +6 Freaks (at least at the end) and saved the reactor in 52 minutes. Much mayhem and leveling was had.
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Paging @Zect to critique this one: ATMSMSHR v2.0 - Tanker (Radiation Armor - Super Strength).mbd
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Unfortunately, won't make TTT, tonight (H.S. soccer season is underway) but the classic "superhero" tank is Inv/SS. Nigh unkillable and Foot Stomp is just so "superhero-y". Want to melt the world and still survive? Fire/Fire/Pyre is my go-to. You said you didn't want a stoner, but boy they are badass, even without (especially without) Granite armor. Bio/anything is great and there are so many different benefits (+Res, +Def, mitigation) from various attack choices, you can't go wrong. Shield/Dark Melee (for the heal) is my most durable Shield tanker, but my Shield/War Mace is right up there and dishes out more mayhem. Ice/Stone Melee is also an aggro magnet of pulverizing doom. Roll what fits your concept and you can't go wrong (see sig).
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And thanks for leading said MC, Ronin! My titular toon gained two vet levels (to 61) and reminded me just how strong a non-Granite stoner can be 😆...at least against pansies like Freaks and Sky Raiders.
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We had a full team of eight and, yes, finished a +2 Manti in 56 minutes. It was a kill most/kill through, except for the last two missions which we went straight for the Boss and AVs. Special mention to @Spaghetti Betty for helping to expedite those. Many levels gained, great fun was had and much carnage delivered!
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Much herding and leveling (I think @wittylibrarian went from 25 - 30ish) fun was had. We finished a +2 KM (except plowed straight to Vandal, in the final mish) in 57 min. Drove a Bio/Fire tank, that somehow stumbled into 17 pts. KB prot., and didn't get FREEM-d a single time, all night. Hoping to make it with an unlocked toon for Hess, next week, because you just can't kill (err, "arrest") too many Council d-bags...😆
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Have you come out to any of the new Tanker Tuesday Tour events?
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Great fun on Indom, tonight. Drove my titular toon and the awesome team of 8 tanks did a +2 Yin in <30 min (29 min. and change). We then vanquished an entire map of evil Nazi Council (the second Unai mish) and there were many, many levels had and much herding and destruction. Thanks to all who came and here's a screenshot of the mayhem, prior to Clamor's ultimate demise:
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They have changed dramatically. Procc'd Knockout Blow is amazing and the range and target increases for Foot Stomp (up every 6-8 seconds) will blow your mind. 😁
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Invulnerability/Super Strength tanker.
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Arrrgh! The one night I miss and you show. Catch you (hopefully) next week 😆
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Here's mine: FRMRBRWN v4.0 Great info from @Without_Pause and @Maelwys. The major change to fire farming is the -def that many of the fire attacks now include. There are farming maps that *don't* include the -def, but I don't have a list. I still use @Big Gotter's tunnel farming maps, with great success.
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Happy to...and I'm sure you'll join me in wishing @Warboss a quick return to the helm 😆