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Werner

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Posts posted by Werner

  1. On 6/15/2024 at 10:27 PM, R jobbus said:

    ...is there a real important reason for both thunder kick and storm kick, or just for slotting purposes. like can i throw one of the AT sets in a more damaging (and cooler looking :D) MA ability instead of thunder or are those 2 crucial for the low recharge/chance for xyz enhancements they have on them...

    Both are crucial for DPS. Attack chain is Storm Kick, Crippling Axe Kick, Storm Kick, Gloom, Thunder Kick. I can't remember exactly why which enhancements went where at this point, but recharge speeds and maximizing procs was at least part of the consideration.

     

    Edit: Averaged 334 DPS across 10 Pylons with Offense Amplifier, Musculature Core, and Ageless Core.

  2. When I'm fighting level 54 enemies, they are usually +3 to me, so if I understand correctly, there is a 0.65 modifier to my debuff strength. So a 30% damage debuff ends up as a 19.5% damage debuff, and a 15% ToHit debuff ends up as a 9.75% ToHit debuff. Against level 54 archvillains, it appears that the damage debuff isn't resisted (? untested by me), so remains 19.5%, which is great, but the ToHit debuff slams into an 87% debuff resistance for about 1.3% ToHit debuff. Still something, just not much of something.

     

    I don't think the damage debuff behaves much like resistance. Here's how I think it works (please let me know if I'm wrong). Let's say I have 70.5% damage resistance, and stack on the 19.5% damage debuff against level 54s. I'm not now at 70.5% + 19.5% = 90% damage resistance. A 100 point punch would first be reduced to 80.5 points by the debuff, which hits my 70.5% damage resistance, allowing 80.5 * (100% - 70.5%) = 23.7 points to get through. Now I get hit by a 30% damage resistance debuff. Resistance resists resistable resistance debuffs, so I think my resistance is now 70.5% - (30% * (100% - 70.5%)) = 61.7%. I get hit by another 100 point punch, reduced to 80.5 points by my debuff, then to 30.8 points of damage that gets through. That compares very poorly to a true 90% damage resistance. Against the first 100 point punch, we take 10 points instead of 23.7 points. The 30% resistance debuff is 90% resisted, so is a 3% resistance debuff, taking our resistance to 87%. The second 100 point punch does 13 points instead of 30.8 points. 90% resistance is much more effective than 70.5% resistance plus a 19.5% damage debuff. For us personally, anyway. The damage debuff helps reduce the damage taken by the team. To an extent that's the Tanker's role, even if debuffs aren't the usual way we accomplish it.

     

    The ToHit debuff is more comparable to defense, though still not quite the same, of course, and mostly ineffective against AVs. On my Shield/MA, I do like how it stacks in a rough sense with Grant Cover to boost the defense of the rest of the team on the rare occasions that I team. With only a default slot in Grant Cover and Darkest Night, I'm typically providing 13.1% defense and 9.8% ToHit debuff, so in a rough sense, about 23% defense to any team members standing near me. Not bad. If I switch to a +2 Enzyme, that'd go up to 25% for only an extra 0.02 endurance per second. I can afford that.

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  3. On 1/27/2023 at 10:08 AM, StriderIV said:

    Slightly off topic, but I remember on live you had a Shield/Fire tanker, correct? Have you tried Fiery Melee at all since the changes Werner?

    Fire/Shield Scrapper. Concept character using a fire sword attack chain. Not great at anything, but sufficiently survivable with good sustained AoE. Used him for mostly casual farming and fun. I haven't tried the new Fiery Melee.

  4. I took Gloom for DPS on my Shield/MA, so it was easy to also take Darkest Night. I slotted it with only an endurance reducer. I didn't slot for -ToHit because my defense was already over the incarnate soft cap with solid DDR, and I only need additional survivability against tougher enemies who will be debuffed less. Still, the difference can be pretty noticeable when I slap it on. It's not been a game changer for me, but it's been well worth the power pick.

     

    Edit: Maybe I should use an Enzyme?

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  5. 5 hours ago, Latex said:

    I really hate Rage Drop

    You would tank just as well without it,, and Super Strength will feel powerful regardless of the numbers floating up. It's good for damage, but on a pure Tank, I'd say no reason to have it if it annoys you. Arguably it's the main advantage of Super Strength, but I think it's at least a fun set regardless.

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  6. You're right. Once you're up in the thousands of hit points per hit, how big a smashing/lethal hit you can survive is mostly academic, something that will happen only very rarely in practice. And yes, other sets like Invulnerability will be significantly better at taking the biggest hits, though I'm personally just trying to explore the question of using Tough on an SR, not compare to other primaries.

     

    The effective hit points you start with (9953 vs. 15,581) I think will make more of a difference more of the time, but in the face of the sort of massive DPS where any of this becomes relevant, it will only buy you a little time, like absorbing an alpha while wrecking the minions with AoE, until you hopefully reach a steady state with regen and heals at or before you hit 90% resistance. And yes, when measured as maximum steady-state incoming DPS at 90% resistance, the builds will handle the same maximum DPS, and the difference is just how many hit points they have left when they hit that point, 378 (3780 effective) or 945 (9450 effective).

     

    But while I've not really talked about it, that's a number I've cared a lot about in my historical Super Reflexes builds. Those effective hit points are the very reason I'm chasing resistance even knowing that either way I'll hit 90% before I'm dead. I want lots of hit points left when I hit 90%. Steady state survivability is just a number like the rest of them. Useful, and in the past a number I chased almost exclusively, but it isn't the whole picture either. Having 9450 rather than 3780 effective hit points when you hit 90% resists gives a lot more wiggle room, leaves a lot less to random chance. Like I run in and don't get that first ATO. Without Tough I'm literally down to 54 hit points before I'm at 90% resistance, 540 effective. That's a hit or two from death. With Tough, I'd still have 621 hit points when I hit 90% resistance, 6210 effective. Or I randomly take a big burst of damage due to some lucky hits. Or my healing procs just randomly don't fire off for a while when I really need them. These things matter, even if they're more difficult to quantify. Just like how defense meaning fewer debuffs matters, or how directly improving debuff resistance matters. All of it is hard to quantity, but it all matters, and it's a just question of how much, and that question isn't easily answered, I guess, or at least depends a lot on the player and playstyle.

     

    I tend to build for the worst that can happen, and I'm a lazy player, and I almost never use inspirations, so I want Tough. It suits the challenges I take on and my playstyle. So to me the answer is, "Tough matters a lot on SR Tankers, and I'm extremely unlikely to trade it for other benefits." 

     

    You're perhaps being more practical focusing on the vast majority of cases where if you could survive with Tough, you'd have also survived without Tough. So to you it seems the answer is, "Tough is almost always useless on SR Tankers, and you're better off trading it for other benefits."

     

    I think I now see and even half agree with your perspective. Not for my own builds, but maybe I really should downgrade my estimate of the usefulness of Tough for most people playing SR Tankers in most situations. I guess I can be the exception and not the rule. So I guess I'll call Tough a 5 now - nice to have, important for some builds and playstyles, but unimportant for others and tradable for other benefits.

     

    Thank you for your perspective and this discussion. I feel like I've learned something. Not the numbers, but how to interpret them, how they apply to most people in most situations. An old dog can still learn new tricks, it seems. Thanks.

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  7. This analysis of Tough will of course apply only to smashing/lethal damage since that's all it's good for, though that's probably still the most common damage type. Let's take my build, ignore my secondary, and round the numbers a bit. I have about 2700 HP. I'm at 22.5% smashing/lethal resistance without procs or Tough. Say I average two procs for another 13.5%, so 36%, and Tough takes me to 59.5%. 

     

    Ignoring the one-shot code, what would it take to one-shot me with and without Tough? At my full 2700 HP, without Tough it takes a 4219 damage hit to kill me. With Tough, it takes a 6667 damage hit to kill me (58% more). When the Tough build caps resistance at 945 hit points, the build without Tough is only at 67.5% resistance, and it takes a 2908 damage hit to kill me. With Tough, it takes a 9450 damage hit to kill me (225% more). When the non-Tough build finally caps resistance at 378 HP, it takes a 3780 damage hit to kill me either way (0% more). It clearly varies a lot, but over the whole range of hit points, a single hit takes roughly 80% more damage to kill me if I have Tough.

     

    Tough is huge.

     

    Still, OK, that's perhaps unrealistic. Though it happens, we're not normally taking huge multi-thousand hit point single hits. So let's assume the opposite, that the damage is done by a large number of small hits. I used a spreadsheet to look at what it takes to do 1% damage to me, 27 damage. So for example, without Tough at 2700 HP it takes 42 damage to do 27 damage. At 1620 our resistance has climbed to 40% due to the scaling resistance IO, and it takes 45 damage to do 27 damage. Things start ramping up quickly at that point, until we finally hit 90% resistance at 378 HP, and it now takes 270 damage to do 27 damage. It stays flat from there until zero. With Tough has a different curve, but it's the same idea. Add it all up, and without Tough, it takes 9953 damage to kill me. With Tough, it takes 15,581 damage to kill me (57% more).

     

    Tough is huge.

     

    None of this happens in a vacuum, of course. Skip Tough, and you skip Weave, which maybe isn't that useful but at least makes it easier to incarnate soft cap if that's something you're into. I'm into it. But you do get three power picks and some slots back, and you can do a whole lot with three power picks and some slots. And as I said, "Alternatively, run a build that cycles resistance powers. Arguably tougher in the right hands..." So yeah, Tough is huge for SR, but with the right build and the right playstyle, you may be able to get something just as huge by skipping it. But it definitely wouldn't be my default recommendation, or the simplest way to play. Advanced builders only, shall we say. 😉

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  8. 1 hour ago, TungstenShark said:

    My Energy and Toxic resist are lagging behind and not sure how much that may hurt me.

    Energy is much more common than toxic, and can hurt you. But I think you've pushed your resistance to both as far as is practical. You could push defense to ranged and AoE like I did to try to handle both, but since it's easily stripped away, it might well not be worth the tradeoffs. I think you're good right where you are for energy and toxic damage.

  9. I don't have Savage Melee experience, but your slotting is similar to mine on my Dark Armor/Martial Arts. I built for more recharge and recharge debuff resistance to power Dark Regeneration, which I consider a key power. There are also differences geared towards soloing AVs with no minions around, such as Might of the Tanker in a single target attack rather than in the set-and-forget Death Shroud, and higher accuracy and healing on Dark Regeneration, which aren't relevant for most people. Higher defense, much of that due to Storm Kick, but defense on Dark Armor can be easily stripped away by defense debuffs, perhaps your primary weakness.

     

    Spoiler

    This Hero build was built using Mids Reborn 3.1.2.5
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Olafur: Level 50 Magic Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Martial Arts
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Death Shroud -- SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Dmg/EndRdx(3), SprAvl-Acc/Dmg/EndRdx(3), SprAvl-Acc/Dmg/Rchg(5), SprAvl-Rchg/KDProc(5), SprAvl-Acc/Dmg(7)
    Level 1: Thunder Kick -- SprBlsCol-Dmg/EndRdx/Acc/Rchg(A), SprBlsCol-Acc/Dmg(7)
    Level 2: Storm Kick -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(9), SprGntFis-Acc/Dmg/Rchg(11), SprGntFis-Dmg/EndRdx/Rchg(11), SprGntFis-Acc/Dmg/EndRdx/Rchg(13), SprGntFis-Rchg/+Absorb(13)
    Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(19), Ksm-ToHit+(19), BlsoftheZ-ResKB(21), WntGif-ResSlow(21)
    Level 6: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-ResDam/EndRdx/Rchg(23), UnbGrd-Max HP%(25)
    Level 8: Dark Regeneration -- FuroftheG-Acc/End/Rech(A), FuroftheG-Acc/Dmg(25), FuroftheG-Acc/Dmg/End/Rech(27), TchoftheN-Heal(27), TchoftheN-Acc/EndRdx/Heal/HP/Regen(29), ThfofEss-+End%(29)
    Level 10: Obsidian Shield -- StdPrt-ResKB(A)
    Level 12: Murky Cloud -- GldArm-End/Res(A), GldArm-RechRes(31), GldArm-RechEnd(31), GldArm-Res/Rech/End(31), GldArm-ResDam(33), GldArm-3defTpProc(33)
    Level 14: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx/Rchg(33), ShlWal-Def/EndRdx(34), ShlWal-Def(34), ShlWal-ResDam/Re TP(34)
    Level 16: Boxing -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(36)
    Level 18: Tough -- StdPrt-ResDam/Def+(A)
    Level 20: Dragon's Tail -- Arm-Dmg(A), Arm-Dmg/Rchg(36), Arm-Acc/Dmg/Rchg(36), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(37), Arm-Dam%(37)
    Level 22: Warrior's Provocation -- PrfZng-Taunt/Rchg/Rng(A)
    Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/Rchg(39), ShlWal-Def/EndRdx(39), ShlWal-Def/EndRdx/Rchg(39), ShlWal-Def(40)
    Level 26: Oppressive Gloom -- HO:Endo(A)
    Level 28: Focus Chi -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(40), GssSynFr--ToHit/Rchg/EndRdx(40), GssSynFr--Rchg/EndRdx(42), GssSynFr--ToHit/EndRdx(42), GssSynFr--Build%(42)
    Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def(43), ShlWal-Def/EndRdx(43), ShlWal-Def/Rchg(43), ShlWal-Def/EndRdx/Rchg(45)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(45)
    Level 35: Crippling Axe Kick -- Hct-Dmg/EndRdx(A), Hct-Acc/Rchg(45), Hct-Dmg(46), Hct-Acc/Dmg/Rchg(46), Hct-Dam%(46), AchHee-ResDeb%(48)
    Level 38: Eagles Claw -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/Rchg(48), SprMghoft-Dmg/EndRdx/Rchg(48), SprMghoft-Acc/Dmg/EndRdx/Rchg(50), SprMghoft-Rchg/Res%(50), TchofDth-Dam%(50)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- PrfShf-End%(A)
    Level 47: Focused Accuracy -- HO:Cyto(A)
    Level 49: Assault -- EndRdx-I(A)
    Level 1: Gauntlet 
    Level 1: Brawl -- SprBlsCol-Acc/Dmg/Rchg(A), SprBlsCol-Rchg/HoldProc(9)
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15), Prv-Absorb%(15), NmnCnv-Regen/Rcvry+(17)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(17)
    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 4: Ninja Run 
    Level 50: Assault Core Embodiment 
    Level 50: Void Radial Final Judgement 
    Level 50: Cardiac Core Paragon 
    Level 50: Barrier Core Epiphany 
    Level 50: Reactive Radial Flawless Interface 
    Level 50: Freedom Phalanx Reserve 
    Level 50: Portal Jockey 
    Level 50: Task Force Commander 
    Level 50: The Atlas Medallion 
    ------------

    | Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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  10. 1 minute ago, CraterLabs said:

    When you say hitting the cap, I thought the cap was closer to 90% for Tankers. Or do you mean a different cap?

    He means the hard cap, 90%. You'll be stacking more than one of the resist proc. You'll have scaling damage resist from the scaling resist IO. And biggest of all, you'll have scaling resist from your passive defense powers. On a good build, when getting beaten down, you'll see 90% resists. SR Tankers are easy to hurt, hard to kill.

    • Like 1
  11. 10 on Tough. Not optional unless you're running a concept build, or only wanna be tough enough instead of even tougher, or because you're a rebel, or because you just don't wanna, or whatever. OK, nothing's actually mandatory, but I consider it a core power on a high-end SR Tanker. It may not look huge, but the more damage you take, the higher your resistance goes, and the more of a difference Tough will make.

     

    Overkill in most cases, but for max Tankiness I'd aim for 50% resist across the board with one Superior Might of the Tanker proc. I'd be trying to hard cap resistance with as many hit points left as possible. I didn't quite get there with the SR/Staff build I fiddled with, but came close. Then I realized how sad my damage output was and abandoned the idea. So you might need to compromise to get other important things, but 50% is my target, even if I miss the target in the end.


    SRresist.JPG.ebf6d02a0bdaf9b5e314e54958fb4968.JPG

     

    Alternatively, run a build that cycles resistance powers. Arguably tougher in the right hands, but I'm much, much lazier than I used to be when my main was Regen. 

    • Like 1
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  12. 4 hours ago, meowkittyface said:

    Would you happen to have a Mids build handy 🙂

    Sure! Here you go. The defense is overkill for most things, but I wanted to be over the incarnate soft cap.

    Spoiler

    This Hero build was built using Mids Reborn 3.1.2.5
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Thurin: Level 50 Technology Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Martial Arts
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Deflection -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(5), UnbGrd-Max HP%(5), GldArm-3defTpProc(7)
    Level 1: Thunder Kick -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(7), SprGntFis-Acc/Dmg/Rchg(9), SprGntFis-Dmg/EndRdx/Rchg(9), SprGntFis-Acc/Dmg/EndRdx/Rchg(11), SprGntFis-Rchg/+Absorb(11)
    Level 2: Storm Kick -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(13), SprMghoft-Acc/Dmg/Rchg(13), SprMghoft-Dmg/EndRdx/Rchg(15), SprMghoft-Acc/Dmg/EndRdx/Rchg(15), SprMghoft-Rchg/Res%(17)
    Level 4: Battle Agility -- ShlWal-Def/EndRdx(A), ShlWal-Def(27), ShlWal-Def/Rchg(27), ShlWal-Def/EndRdx/Rchg(29), LucoftheG-Def/Rchg+(29), Rct-ResDam%(31)
    Level 6: True Grit -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), Prv-Heal/EndRdx(33), Prv-Heal(33), StdPrt-ResDam/Def+(33)
    Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(34)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(34)
    Level 12: Against All Odds -- EndRdx-I(A)
    Level 14: Boxing -- SprBlsCol-Acc/Dmg/Rchg(A), SprBlsCol-Rchg/HoldProc(36)
    Level 16: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam(36)
    Level 18: Weave -- ShlWal-Def(A), ShlWal-Def/Rchg(37), ShlWal-Def/EndRdx(37), ShlWal-Def/EndRdx/Rchg(37)
    Level 20: Dragon's Tail -- SprAvl-Acc/Dmg/Rchg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx/Rchg(39), FrcFdb-Rechg%(40)
    Level 22: Phalanx Fighting -- LucoftheG-Def/Rchg+(A)
    Level 24: Grant Cover -- LucoftheG-Def/Rchg+(A)
    Level 26: Shield Charge -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(42), Arm-Dmg/EndRdx(42), Arm-Dam%(42)
    Level 28: Maneuvers -- ShlWal-Def(A), ShlWal-Def/EndRdx(43), ShlWal-Def/EndRdx/Rchg(43), ShlWal-ResDam/Re TP(43)
    Level 30: Tactics -- HO:Cyto(A)
    Level 32: Focus Chi -- GssSynFr--Build%(A), AdjTrg-Rchg(34), AdjTrg-ToHit/Rchg(40), AdjTrg-ToHit/EndRdx/Rchg(50)
    Level 35: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(45), Apc-Dmg/EndRdx(45), Apc-Dam%(46), GldJvl-Dam%(46)
    Level 38: Crippling Axe Kick -- SprBlsCol-Dmg/EndRdx/Acc/Rchg(A), SprBlsCol-Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/EndRdx(48), SprBlsCol-Acc/Dmg(48), Hct-Dam%(48), AchHee-ResDeb%(50)
    Level 41: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 44: Assault -- EndRdx-I(A)
    Level 47: One with the Shield -- ImpSki-Status(A)
    Level 49: Darkest Night -- EndRdx-I(A)
    Level 1: Gauntlet 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(17), NmnCnv-Regen/Rcvry+(19), Prv-Heal(19), Prv-Heal/EndRdx(21), Prv-Absorb%(21)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(23), PrfShf-EndMod/Acc(23), PrfShf-EndMod/Rchg(25), PwrTrns-+Heal(25)
    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 4: Ninja Run 
    Level 50: Mighty Radial Final Judgement 
    Level 50: Banished Pantheon Core Superior Ally 
    Level 50: Reactive Radial Flawless Interface 
    Level 50: Assault Core Embodiment 
    Level 50: Cardiac Core Paragon 
    Level 50: Ageless Radial Epiphany 
    Level 50: Freedom Phalanx Reserve 
    Level 50: Portal Jockey 
    Level 50: Task Force Commander 
    Level 50: The Atlas Medallion 
    ------------

    | Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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    • Thanks 1
  13. 4 hours ago, meowkittyface said:

    Any tanker builds out there that can handle the aforementioned content but also do pretty solid soloing GMs and AVs? With or without daggers. 

    Plenty. I'd go Shield with a high-DPS secondary. Martial Arts is probably middle of the road for DPS, but I supplemented with Gloom, and I run Assault Core rather than something more survivabile. That gives me the DPS to solo lots of level 54 AVs without daggers or inspirations. Not enough for Giant Monsters with those restrictions, though. Maybe Energy or War Mace or something? Not sure what's best for DPS these days.

  14. On 5/7/2022 at 2:48 PM, StriderIV said:

    Oh for sure I know the Shield/MA is Werner’s. I was just curious how it and Shield/EngM stack up against each other. Doesn’t really matter I guess, since they’re both broken lol

    Yeah, I think with high-end endgame builds both are similarly broken with similar survivability and roughly comparable damage output. Both combos can beat a Werner rules ITF (+4x8 enemies buffed, no temps, no insps, no deaths), which I'm not saying is a perfect survivabiity test, just one I know both combinations can handle. My best time with amplifiers but no lore was 1:24:06. I think @Bill Z Bubba routinely runs it without buffed enemies, but that shouldn't affect time much, and without amplifiers, which would slow him down comparatively. I think I remember him still easily beating my best time? I think Energy is burning through the AVs significantly faster, while being only a little slower on the trash mobs. We can also look at Trapdoor testing. My Shield/MA average Trapdoor time was 6:38. Bill's Shield/Energy Trapdoor time was 7:48. But I was using amplifiers and T4 Assault Core, while Bill was using neither.

     

    I've never run the LRSF, so I can't comment on the best way to tackle it at max. Good to see it beaten by 8 Tankers, though.

    • Thumbs Up 3
  15. I'll add more praise for Invuln. For easy playing pure tankiness, I'd say Invuln/MA for the extra defense, but it's probably overkill on a team, and arguably overkill solo since you can get such good defense without it. I've played it, but play Shield/MA instead for my main. Invuln/MA was tankier, but Shield/MA puts out noticeably more damage without giving up too much on the survivability front, and I like more damage because I spend more time solo than as a team tank. But at least Shield has the nice team defense boost, and I combined it with Darkest Night's to-hit debuff. I'd probably stick with Shield/MA even if I was mostly team tanking, and just assume team buffs would make up for any relative weakness on the survivability front. "Relative" is the important word here. Shield/MA can just about sleep walk through a solo +4x8 ITF, enemies buffed no temps no insps no deaths. My Invuln/MA couldn't do it, but only because it doesn't have the solo damage output for all the AVs. It definitely has the survivability. So did my friend's Invuln/SS. And Foot Stomp is so, so satisfying. But so is Shield Charge. Unsure how Shield is at tanking Hami. I know Invuln can.

    • Like 2
    • Thumbs Up 2
  16. Not a tanker, but I leveled a SJ/SR Brute to 50 and had fun doing so, kitted her out with the best that money could buy, but then didn't enjoy her at all compared to other 50s, and quickly stripped her for parts, never to be played again. Meanwhile my Shield/MA Tanker is my highest veteran level character, and I love playing him. Everyone's tastes differ, of course. 

     

    I do suspect that SR would be better in incarnate content, but don't know that from experience, and I built my Shield/MA with over 60% defense, so he'd probably be pretty good for it. You have to sacrifice more that SR would to get there, of course.

     

    Dragon's Tail, Shield Charge, and Mighty Radial for the win. Or at least for the fun!

     

    Single target I go Storm Kick -> Crippling Axe Kick -> Storm Kick -> Gloom -> Thunder Kick. Nice and snappy. Soul Mastery makes it more difficult to handle endurance than Energy Mastery, but helps the DPS for soloing level 54 AVs.

     

    I took One With the Shield, but need it so rarely that I usually forget it even when I need it.

     

    I did like the Street Justice animations. 

    • Like 1
    • Thumbs Up 1
  17. 19 hours ago, Daramar said:

    ...Fire melee / shield scrapper... do you have that build you can post as a data block?

    Well... yes... but it's an i19 concept build - only fire sword attacks from the primary. I had a lot of fun with it, but you could have done better even then, and it's completely obsolete in the current game. Still, for everyone's amusement, some ancient history...

    Spoiler

    This Hero build was built using Mids Reborn 3.1.2.5
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Turiel - Quick I19 Respec: Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Fire Sword -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(3), Hct-Acc/Rchg(3), Hct-Dmg/EndRdx(5), Hct-Dam%(5), EndRdx-I(7)
    Level 1: Deflection -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(9), StdPrt-ResDam/Def+(27), HO:Enzym(50)
    Level 2: Battle Agility -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(11), RedFrt-EndRdx/Rchg(13), RedFrt-Def/EndRdx/Rchg(17), RedFrt-Def(23), RedFrt-EndRdx(25)
    Level 4: True Grit -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(7), NmnCnv-Heal/Rchg(9), NmnCnv-Regen/Rcvry+(13), NmnCnv-EndRdx/Rchg(15), NmnCnv-Heal/EndRdx/Rchg(15)
    Level 6: Build Up -- RechRdx-I(A), RechRdx-I(17)
    Level 8: Fly -- Flight-I(A)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Enzym(37)
    Level 12: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(39)
    Level 14: Assault -- EndRdx-I(A)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Fire Sword Circle -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(19), Arm-Acc/Rchg(19), Arm-Dmg/EndRdx(21), Arm-Dam%(21), FuroftheG-ResDeb%(23)
    Level 20: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(27), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--Rchg/EndRdx(29), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(42)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- Ags-ResDam(A), Ags-EndRdx/Rchg(39), Ags-ResDam/Rchg(40), Ags-ResDam/EndRdx(43), Ags-ResDam/EndRdx/Rchg(46)
    Level 28: Weave -- LucoftheG-Def/Rchg+(A), HO:Enzym(37), HO:Enzym(40)
    Level 30: Phalanx Fighting -- LucoftheG-Def/Rchg+(A)
    Level 32: Greater Fire Sword -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(33), TchofDth-Dmg/Rchg(33), TchofDth-Acc/Dmg/EndRdx(33), TchofDth-Dmg/EndRdx/Rchg(34), TchofDth-Dam%(34)
    Level 35: Shield Charge -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(39)
    Level 38: Grant Cover -- LucoftheG-Def/Rchg+(A)
    Level 41: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(42), BslGaz-EndRdx/Rchg/Hold(43), BslGaz-Acc/EndRdx/Rchg/Hold(43)
    Level 44: Fire Blast -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(45), Apc-Dmg/EndRdx(45), Apc-Dam%(46)
    Level 47: Fire Ball -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg(48), Rgn-Dmg/EndRdx(48), Rgn-Acc/Rchg(50), PstBls-Dam%(50)
    Level 49: One with the Shield -- GldArm-3defTpProc(A)
    Level 1: Critical Hit 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrc-Rcvry+(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(25), PrfShf-EndMod/Acc/Rchg(34), PrfShf-Acc/Rchg(40), PrfShf-EndMod/Acc(42), PrfShf-End%(46)
    Level 4: Ninja Run 
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Surge -- Clr-Stlth(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 50: Cardiac Boost 
    Level 50: Freedom Phalanx Reserve 
    Level 50: Portal Jockey 
    Level 50: Task Force Commander 
    Level 50: The Atlas Medallion 
    Level 8: Afterburner 
    ------------

    | Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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    		|-------------------------------------------------------------------|

     

    • Like 1
  18. The Scrapper Challenge Rules were essentially the old Rikti War Zone Challenge Rules, which were:

    1.  Solo a group of Rikti 4 levels higher than you that includes 3 bosses
    2.  You must aggro and continue to aggro the entire group
    3.  No inspirations allowed
    4.  No temporary powers allowed
    5.  No base empowerment buffs allowed
    6.  No click accolades allowed
    7.  No deaths allowed

    The first rule is about what you are fighting, so to make it more general, we simply drop that rule. And I think amplifiers are the same in spirit to temporary powers, so I would consider this a good current list for the Scrapper Challenge Rules:

    1.  You must aggro and continue to aggro the entire group
    2.  No inspirations allowed
    3.  No amplifiers allowed
    4.  No temporary powers allowed
    5.  No base empowerment buffs allowed
    6.  No click accolades allowed
    7.  No deaths allowed

    This is often shorthanded to "no temps no insps no deaths", though technically that doesn't require all the above rules be satisfied. Note that the rules do not require +4x8 or any other difficulty settings. The rules are about how you're fighting, not about what you're fighting. You can technically Scrapper Challenge Rules a +0x1 spawn, for instance, you just won't impress anyone doing so. My personal usage of the term "Scrapper Challenge Rules" or "Scrapper Rules" or "Challenge Rules" may not always be consistent. It might depend on the challenge, for instance, such as in the case of the "Werner Rules ITF" detailed above. Those are the rules/settings I personally use for the ITF on my main Tanker, and I've probably done it that way well over a dozen times on him, usually as a kill most, without running to lose aggro, and without Lore. But those ITF rules don't require killing most, do allow you to run and lose aggro, and do allow Lore. I also normally run with amplifiers because I normally run all the amplifiers on my main Tank whatever I'm doing. I have run it without amplifiers and with player debuffed, though that was before the boost to enemy defense. I think player debuffed might be impossible for me now, and would be too painful for me to attempt in any case. There may also have been other recent changes affecting the ITF - I've not done it for a while or kept up with news.

    • Like 1
    • Thumbs Up 1
  19. 2 hours ago, Bill Z Bubba said:

    Never the optimal pick, but oh damn, what a very satisfying pick.

    I'm probably just justifying a fun pick, but I tell myself that I took it for the survivability boost I get from the knockup. It does give you a little breathing room.

    • Like 1
    • Thumbs Up 2
  20. 2 hours ago, BrandX said:

    Shield/EM/Soul.  Doesn't have Werners numbers, but I'm not sure if that's with Incarnates or not.

    That's with Cardiac Core (and Storm Kick). Also typically running Ageless Core, Assault Core, Reactive Radial, Mighty Radial.

  21. 15 minutes ago, cohRock said:

    My tanks often skip the armor tier9 as unnecessary.  Would you suggest that for Shield?

    I think One with the Shield is OK, but unnecessary. I do have it, but I didn't waste any slots on it, and I almost never use it.

     

  22. On 12/18/2021 at 12:34 PM, cohRock said:

    It would seem that Shield Defense is designed for the teaming tank.  Phalanx Fighting helps me,  and Grant Cover provides defense and some debuff protection to nearby allies.  It's not really a solo set...

    Oh, it makes a great solo set too, even if I agree that it was designed for the teaming tank. 

    • Like 1
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