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Posted

A quick update on a Shield Tanker designed for 70x passive.

 

Since this is actually based on a Shield/Ice I ran this build attempts to fix some of my practical play issues with Tanker-Shield-Ice-R3

 

The overall largest change was to bring in [One With the Shield] to set up an alternation-option with [Melee Core Hybrid] to handle Tower-Boosted Recluse. I haven't tested this approach yet, but at least on paper the framework should be capable of fending off Recluse until the Damage tower can be dropped by even slow-dps teams. 

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Ice - Shield - R4: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Deflection -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(3), ShlWal-Def/EndRdx/Rchg(3), StdPrt-ResDam/Def+(7), ShlWal-ResDam/Re TP(13)
Level 1: Frozen Fists -- Hct-Dam%(A), Hct-Dmg/EndRdx(5), Hct-Acc/Rchg(11), Hct-Acc/Dmg/Rchg(11), Hct-Dmg/Rchg(15)
Level 2: Battle Agility -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(7), ShlWal-Def/EndRdx/Rchg(9), Ksm-ToHit+(9), ShlWal-Def(40)
Level 4: True Grit -- ResDam-I(A), ResDam-I(5), Pnc-Heal/+End(15), Pnc-Heal(17), Pnc-Heal/EndRedux(17), ImpSki-Status(19)
Level 6: Active Defense -- RechRdx-I(A)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Frost -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(19), PstBls-Dmg/Rng(21), PstBls-Dmg/Rchg(21), PstBls-Dmg/EndRdx(23)
Level 12: Phalanx Fighting -- LucoftheG-Rchg+(A), Rct-ResDam%(13)
Level 14: Super Jump -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A)
Level 16: Build Up -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(25), GssSynFr--Rchg/EndRdx(31), GssSynFr--ToHit/Rchg(33), GssSynFr--ToHit/Rchg/EndRdx(43), GssSynFr--ToHit(46)
Level 18: Kick -- FrcFdb-Rechg%(A)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Tough -- GldArm-Res/Rech/End(A), GldArm-End/Res(43), GldArm-3defTpProc(48)
Level 24: Grant Cover -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(25)
Level 26: Shield Charge -- Erd-%Dam(A), Erd-Acc/Dmg/EndRdx/Rchg(27), Erd-Acc/Dmg/Rchg(29), Erd-Dmg/Rchg(29), Erd-Acc/Rchg(31), Erd-Dmg(31)
Level 28: Freezing Touch -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(33), SprBlsCol-Acc/Dmg/Rchg(33), SprBlsCol-Acc/Dmg/EndRdx(34), SprBlsCol-Dmg/EndRdx(34), SprBlsCol-Acc/Dmg(34)
Level 30: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def/EndRdx/Rchg(37)
Level 32: Taunt -- PrfZng-Dam%(A)
Level 35: Greater Ice Sword -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(36), SprGntFis-Dmg/EndRdx/Rchg(36), SprGntFis-Acc/Dmg/Rchg(36), SprGntFis-Dmg/Rchg(37), SprGntFis-Acc/Dmg(46)
Level 38: Frozen Aura -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(39), SprMghoft-Dmg/EndRdx/Rchg(39), SprMghoft-Acc/Dmg/Rchg(39), SprMghoft-Dmg/Rchg(40), SprMghoft-Acc/Dmg(40)
Level 41: Gloom -- Apc-Dam%(A), Apc-Dmg/EndRdx(42), Apc-Acc/Rchg(42), Apc-Acc/Dmg/Rchg(42), Apc-Dmg/Rchg(43)
Level 44: Dark Obliteration -- Rgn-Dmg/EndRdx(A), Rgn-Acc/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Dmg/Rchg(45), Rgn-Dmg(46)
Level 47: One with the Shield -- Prv-Absorb%(A), UnbGrd-ResDam(48), UnbGrd-Max HP%(48)
Level 49: Darkest Night -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-Slow%(50), DarWtcDsp-ToHitdeb/Rchg/EndRdx(50), DarWtcDsp-Rchg/EndRdx(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 -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal/EndRdx(23), NmnCnv-Heal(27)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 50: Spiritual Core Paragon 
------------

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Posted
24 minutes ago, SmalltalkJava said:

What does "Passive" mean?

On the assumption that you are familiar with the Atta-Caves map which is used in 70x-style fire farms, as the map loads you activate various patrols. The construction of the map creates a limited number of junction points that a large number of the patrols will cross.

 

"Passive" builds are capable of setting up at one of these junction points, placing a single power on auto, and then surviving the patrolling mobs with no further input from the player. This implicitly means a build capable of withstanding a [Junction Storm]; a scenario created when there are no minions or lieutenants left, aggro cycles hit the reset clock, and all available bosses que their alpha strike for an enforced hit. According to various calculations a [Junction Storm] can spike to ~2.5k~3k damage, with ~1.3k to ~2.5k Sustained damage. 

 

Generally speaking the minimum level of survivability to pull this off without active heals is ~22hp/s regeneration, 80%+ average resist, and 45% (softcap) defense. 

 

Also generally speaking: it's an incredibly slow way to earn rewards, but if you have problems with lag or limited play-time, having a passive-capable build can (generally speaking) get you at least some in-game rewards such as Enhancement Catalysts, Enhancement Converters, I-Salvage, and Influence with minimal game interaction. 

 

Passive builds won't make you a DemiGod that can solo everything, but generally speaking, most of the passive builds in my Archive are good for more than just the synthetic combat conditions of the 70x-style fire-farms. 

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