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Posted (edited)

I introduce to you my Super Strong Rock Star with just a touch of Soul: Proc-Rocks, my first tanker Proc-Star.

Upfront Disclaimer: This build is intended for level 50 content only and has no cost/influence limitations. I would love feedback, but any criticism in regard to how it plays while leveling or its massive Psionic hole is not needed here. We get 3 builds for our characters, and content that pertain to either of those two matters can and will be solved in other build designs.

Highlights: 45% Defense S/L/E/N/F/C, 90% Resistance S/L/E/N/F/C, Capped HP (3534 HP), 476% Regeneration, 225+ DPS

 

I had been away from the game for awhile due to a bad luck streak of illnesses (pneumonia followed by flu), a change in job positions, fantasy football, and fatherhood in general. Due to that, I have not logged on much over the last couple months. Nonetheless, I started getting the itch again and decided I wanted to theory craft a tank that I could turn into a Proc-Star. My main goal was to maximize survivability…I mean truly maximize. Soft-capped defenses, hard-capped resistances to everything, capped HP, and very good regeneration (hey, can’t have it all…regeneration benefits linearly wheras defense and resistance benefits exponential-like, so I don’t mind not maximizing regeneration). My secondary goal was to be adequate at damage. I’m not trying to solo AVs/GMs or anything, but I do want to impose my will on anything below that.

For me, the obvious choice was to make a Granite Armor Tank. Sure, it comes with major hindrances (can’t move, -30% damage debuff, -65% recharge debuff), but in as little as two power selections (Earth’s Embrace and Granite Armor) you can achieve capped defenses, capped resistances, and capped HP. Sure, it will take some IO bonuses and Weave to get there, but that’s a relatively small price to pay for that much survivability. Throw in the fact Granite Armor comes with 43.3% defense debuff resistance (DDR), there is nothing to take it down. Well… psionic attacks can, but as mentioned in my disclaimer I will leave that for a non-proc based build. For what it’s worth, I have designed Stone Tanks that can swap out of Granite and still achieve over 80% psi resistance with capped psi defense… but it comes at a cost of damage.

To pair with Granite Armor, I wanted to go with something that can counter the debuffs from Granite Armor and the obvious choice became Super Strength. Rage is unpopular for its crash, but the crash won’t be enough to take down a Granite Tank. Plus, with all the procs I’ll be using, I won’t be completely worthless when attacking while crashed (those procs aren’t subject to the damage debuff from granite armor, which is more reason to not be scared off). Also, Super Strength comes with the 2nd most efficient power for using the Force Feedback (FF) +Recharge Proc: Knock Out Blow (KOB). To achieve at least 90% probability to proc, FF needs to be used in a power that offers up a Modified Recharge Time (MRT) + Cast Time of 27 seconds. KOB has a 25s base recharge and 2.23s cast time, so if I don’t add any recharge enhancements, it will proc FF 90% of the time. Throw in the fact Foot Stomp is already an FF proc darling, I should be able to achieve consistent levels of +100% recharge boost.

Since I have used so few spots to achieve my survivability goals, and I had no need to take Tough, but still needed to take Weave, I decided to go ahead and take all 3 attacks from the Fighting Pool to maximize the abilities of Cross Punch. When used, Cross Punch will give me a temporary 10% recharge boost and will have its base damage increased by 30%. It can also take the FF proc and numerous damage procs to help make it a viable attack power. Once the tanker AoE changes go live, it could become very useful in the right situations.

For Ancillary, I decided to stick with my theme of a max survivability Proc-Star by selecting Soul Mastery. Darkest Night is a no brainer for a Tanker as it basically acts as additional resistance despite being resistance capped while also debuffing the enemies’ damage which will be useful in incarnate content. For a Tank, Darkest Night affects enemies in a 25 ft radius with -30% damage debuff and -15% to-hit debuff(-23% when enhanced). Pretty sweet.

On top of that, Gloom is a fantastic attack as it has a high enough recharge to provide strong Proc performance but low enough recharge to fit it into almost any reliable attack chain. Dark Obliteration provides similar Proc performance as gloom (~72% probability) and hits in a solid 15 ft radius. To top it off, each use Negative Energy which is fairly exotic when it comes to enemy resistance.

With all that said, I still had a ton of powers to pick. So I went with the standards: Hasten (gotta make up for the granite debuff), Teleport (gotta make up for the granite debuff), Rooted (if I can’t move anyways, why not regen like crazy…and get some set bonuses and DDR out of it), Mud Pots (let’s face it, I was always gonna take mud pots), Summon Widow (free DPS, why not), and finally Taunt (yeah…I was always gonna take this too, obviously). In the end, I also wound up taking every power from Stone Armor as they were needed mules for LotG and Uniques.

For Incarnates, I have gone with T4 Intuition Radial for its enhanced damage, range (makes teleport more effective), slows (makes mud pots more effective), and to-hit debuffs (makes my Soul powers more effective). For Destiny, T4 Ageless Core was the obvious pick. Running toggles and focusing on Procs makes for a very endurance hungry build, so the boost to recovery and endurance makes up for it. Not to mention, the recharge boost is important given the granite debuffs. For Judgment, I went with T4 Vorpal Radial Final as the +30% defense will come in handy during a rage crash (note, the build shows Vorpal Core only because I didn’t want the +30% defense to show in the Totals). As for the other incarnates, I left that to personal preference. Assault Core Hybrid for more damage, Longbow Superior Core Lore for -regen.

That’s it, basically the entire thought process behind the build. With nothing left to say, here it is:

Build Data Link:

Spoiler

http://www.cohplanner.com/mids/download.php?uc=1578&c=754&a=1508&f=HEX&dc=78DA6594CB4F135114C6EFB453A1A5BC298542A154A1F4416D91850B0D51B0C647136251576652EB000D65A6994E13892B17C698B872C3D2D7C6956BD4FFC34451F1B1101F80114C4C5CD4D3F94E68934EDAF9DDFB9D73CF3DF7DC7B277D73D6FDFCECED6921B9670AD9524999CF6ACBAAD19C2E9B5933AF6B821ED79CA1E7262EE9B9E55213757D705166D505552BA9F18CA96BAA72CA58D18D0136A5D5824A867291DA19D350B5457389C2E87A219E29AAEA8D2EAB394F5E45DDC044AD9694CA2F2E99796D110E29DDC8A98ABEA05CCD170ADE33C57C2E7EDA289BAA92D1CB05259D2D99AAB1DA472925E8FFCE492FA99A6F458849BB104959C45C829F8A5DBC86667BC37C0BCA1BE07B1A2F61BC2C0DB2CD0F1E1A620E83CD013048F5B0638C648F0A4B73333F503C076C36C73D19B61336A253B4DD457F937C9AE0E368DA46CCB69F60C70FE677B0EB1B730B0CD1DC4EAC4D72F643EBF1F1DAC8D6029B68A9D02324525A5969B5149994765E6FBB47B2F2EAE9007B2F204E6FCA6EF5FBF6D0BF3F2A4427A2383AEFD82CAD6F95D82D0B9F808FEF16D63FB843BA9FF80F7E49DA8B6E1EDB7D0EDAD08A0496B81F0503634C9EE3288DF5F03E7AD8376080231AB3086E5051BCBC52AF07F13F92D6CF5ABF57B2F29AA49803D68657E481A71CE33178F811F321F309F889E2F8398E9F637F216D98F770781F3538F287F997C9F51DEB61729D73640E229E1C4C628EB118CE48680BF50BC578BF13D0A728EF51AEE3E8498C091F872DCCF50A738D22BC0711DE934DB710E3C8D53EFE126322EB60EC15F305A8D2B451CE2DCAB9C4BE229789207312F34CAC23FE02C971CE2DBEC77BF79B39CDDCE7F3B0CB9C013F3B718FABB54D70BD06E583FB4BBFEAA90DCB07B7BC1269B0261A94648372AC41996A502ED62B4EE43727F3C4A4499657F555D9761D7C3658DEAD297669843F185770585CE789215AF465F4771A46FFAA2992B486A95D0F38055755C5E2AFD5B5B375EDEB756D99EE4192DB6B74F792481F8F51677C16ACB553757A97A7D6FE0F14E21A85

 

Build Details:

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.6
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Proc-Rocks: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Stone Skin

  • (A) Gladiator's Armor - TP Protection +3% Def (All)

Level 1: Jab

  • (A) Superior Might of the Tanker - Accuracy/Damage
  • (3) Superior Might of the Tanker - Damage/Endurance/Recharge
  • (3) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
  • (5) Superior Might of the Tanker - Recharge/Chance for +Res(All)

Level 2: Earth's Embrace

  • (A) Panacea - Heal/Endurance
  • (5) Panacea - Endurance/Recharge
  • (7) Panacea - Hea/Recharge
  • (7) Panacea - Heal/Endurance/Recharge
  • (9) Panacea - Heal

Level 4: Hasten

  • (A) Recharge Reduction IO
  • (13) Recharge Reduction IO

Level 6: Mud Pots

  • (A) Superior Gauntleted Fist - RechargeTime/+Absorb
  • (13) Armageddon - Damage/Endurance
  • (15) Superior Gauntleted Fist - Damage/Endurance/RechargeTime

Level 8: Rooted

  • (A) Preventive Medicine - Chance for +Absorb
  • (15) Preventive Medicine - Heal/RechargeTime/Endurance
  • (17) Preventive Medicine - Heal/RechargeTime
  • (17) Preventive Medicine - Endurance/RechargeTime
  • (19) Preventive Medicine - Heal/Endurance
  • (19) Preventive Medicine - Heal

Level 10: Teleport

  • (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range
  • (21) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance

Level 12: Kick

  • (A) Empty

Level 14: Boxing

  • (A) Empty

Level 16: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (21) Luck of the Gambler - Defense/Endurance
  • (23) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (23) Shield Wall - Defense/Endurance
  • (25) Reactive Defenses - Scaling Resist Damage

Level 18: Cross Punch

  • (A) Force Feedback - Chance for +Recharge
  • (25) Explosive Strike - Chance for Smashing Damage
  • (27) Obliteration - Chance for Smashing Damage
  • (27) Scirocco's Dervish - Chance of Damage(Lethal)
  • (29) Eradication - Chance for Energy Damage
  • (29) Obliteration - Damage

Level 20: Knockout Blow

  • (A) Unbreakable Constraint - Chance for Smashing Damage
  • (31) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (31) Perfect Zinger - Chance for Psi Damage
  • (31) Hecatomb - Chance of Damage(Negative)
  • (33) Hecatomb - Damage
  • (33) Force Feedback - Chance for +Recharge

Level 22: Taunt

  • (A) Perfect Zinger - Chance for Psi Damage
  • (33) Perfect Zinger - Taunt/Range
  • (34) Perfect Zinger - Taunt
  • (34) Perfect Zinger - Taunt/Recharge/Range

Level 24: Rock Armor

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 26: Brimstone Armor

  • (A) Steadfast Protection - Resistance/+Def 3%

Level 28: Rage

  • (A) Adjusted Targeting - Recharge
  • (34) Adjusted Targeting - Endurance/Recharge
  • (36) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (36) Adjusted Targeting - To Hit Buff/Recharge
  • (36) Adjusted Targeting - To Hit Buff/Endurance

Level 30: Crystal Armor

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 32: Granite Armor

  • (A) Unbreakable Guard - Resistance
  • (37) Unbreakable Guard - Resistance/Endurance
  • (37) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (37) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (39) Luck of the Gambler - Defense
  • (39) Luck of the Gambler - Defense/Endurance

Level 35: Gloom

  • (A) Apocalypse - Chance of Damage(Negative)
  • (39) Apocalypse - Damage
  • (40) Cloud Senses - Chance for Negative Energy Damage
  • (40) Gladiator's Javelin - Chance of Damage(Toxic)
  • (40) Apocalypse - Damage/Endurance

Level 38: Foot Stomp

  • (A) Armageddon - Chance for Fire Damage
  • (42) Armageddon - Damage
  • (42) Force Feedback - Chance for +Recharge
  • (42) Perfect Zinger - Chance for Psi Damage
  • (43) Eradication - Chance for Energy Damage
  • (43) Scirocco's Dervish - Chance of Damage(Lethal)

Level 41: Darkest Night

  • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (43) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (45) Dark Watcher's Despair - Chance for Recharge Slow
  • (45) Dark Watcher's Despair - Recharge/Endurance

Level 44: Dark Obliteration

  • (A) Cloud Senses - Chance for Negative Energy Damage
  • (45) Annihilation - Chance for Res Debuff
  • (46) Javelin Volley - Chance of Damage(Lethal)
  • (46) Ragnarok - Damage
  • (46) Positron's Blast - Chance of Damage(Energy)

Level 47: Summon Widow

  • (A) Expedient Reinforcement - Endurance/Damage/Recharge
  • (48) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (48) Soulbound Allegiance - Damage/Recharge
  • (48) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (50) Expedient Reinforcement - Accuracy/Recharge
  • (50) Soulbound Allegiance - Chance for Build Up

Level 49: Minerals

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Brawl

  • (A) Empty

Level 1: Gauntlet 


Level 1: Prestige Power Dash

 

  • (A) Empty
Level 1: Prestige Power Slide
  • (A) Empty
Level 1: Prestige Power Quick
  • (A) Empty
Level 1: Prestige Power Rush
  • (A) Empty
Level 1: Prestige Power Surge
  • (A) Empty
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Empty
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Panacea - +Hit Points/Endurance
  • (9) Numina's Convalesence - +Regeneration/+Recovery
  • (11) Miracle - +Recovery
  • (50) Numina's Convalesence - Heal
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (11) Performance Shifter - EndMod
Level 0: Freedom Phalanx Reserve 

Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 50: Intuition Radial Paragon 
Level 50: Ageless Core Epiphany 
Level 50: Vorpal Core Final Judgement 
Level 50: Assault Core Embodiment 
Level 50: Degenerative Core Flawless Interface 
Level 50: Longbow Core Superior Ally 
------------

 

Build Totals:

Spoiler

1406241838_Proc-RocksSurvival.jpg.242b1e346d4ca90ca21bd5cd7e3f9da1.jpg743027921_Proc-RocksMisc.jpg.3b81106e6e5b7c229b69712c6110bf13.jpg233090717_Proc-RocksStatus.jpg.53128ec23c40f77b5461f37d2b939a2d.jpg

 

 

 

Edited by Bopper

PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


Bopper's Tools & Formulas                         Mids' Reborn                       

Posted

Against +3s, you are sitting at 83.75% to-hit for Cross Punch, Gloom, Foot Stomp, and Dark Obliteration without outside buffs.  Does that feel adequate to you in normal play?

Posted (edited)
23 minutes ago, Caulderone said:

Against +3s, you are sitting at 83.75% to-hit for Cross Punch, Gloom, Foot Stomp, and Dark Obliteration without outside buffs.  Does that feel adequate to you in normal play?

You bring up a good point. To answer your question, yes, I still feel it's adequate. However, I looked over the build and decided I can swap out the ToHit/End enhancement for a ToHit enhancement for rage, then make all the ToHit enhancements +5. That gets me to 86.5%. If I can squeeze in another 11% accuracy into the build, I should be able to get it to 95%. I'll look it over now. Thanks for the critique.

 

Edit: The quickest/simplest thing to do is remove the Heal in Health and replace is with Kismet +6 To-Hit. The HP/s drops from 70 to 66 (not that it makes a difference given the already extreme survivability). However, this quick fix only takes us to 93% To-Hit. 

Edited by Bopper

PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


Bopper's Tools & Formulas                         Mids' Reborn                       

Posted

Made two alterations to address @Caulderoneconcerns of accuracy. The first, I reduce regeneration to improve accuracy. The second, I replace Summon Widow with Soul Tentacles (which becomes a Ragnorak mule).

 

Build 1:  Summon Widow,  89.88% F/C Resist,  447% Regen (65.9 HP/sec),  +31.4% ToHit,  +18% Accuracy, +59% Damage,  +90% Haste, Minimum Accuracy Attacks against +3s: 93.73%

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.6
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Proc-Rocks: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Stone Skin -- GldArm-3defTpProc(A)
Level 1: Jab -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/EndRdx/Rchg(3), SprMghoft-Acc/Dmg/EndRdx/Rchg(3), SprMghoft-Rchg/Res%(5)
Level 2: Earth's Embrace -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(5), Pnc-Heal/Rchg(7), Pnc-Heal/EndRedux/Rchg(7), Pnc-Heal(9)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 6: Mud Pots -- SprGntFis-Rchg/+Absorb(A), Arm-Dmg/EndRdx(13), SprGntFis-Dmg/EndRdx/Rchg(15), SprGntFis-Acc/Dmg/EndRdx/Rchg(50)
Level 8: Rooted -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(15), Prv-Heal/Rchg(17), Prv-EndRdx/Rchg(17), Prv-Heal/EndRdx(19), Prv-Heal(19)
Level 10: Teleport -- WntGif-RunSpd/Jump/Fly/Rng(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(21)
Level 12: Kick -- Empty(A)
Level 14: Boxing -- Empty(A)
Level 16: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(21), ShlWal-ResDam/Re TP(23), ShlWal-Def/EndRdx(23), Rct-ResDam%(25)
Level 18: Cross Punch -- FrcFdb-Rechg%(A), ExpStr-Dam%(25), Obl-%Dam(27), ScrDrv-Dam%(27), Erd-%Dam(29), ScrDrv-Acc/Dmg(29)
Level 20: Knockout Blow -- UnbCns-Dam%(A), GhsWdwEmb-Dam%(31), PrfZng-Dam%(31), Hct-Dam%(31), Hct-Dmg(33), FrcFdb-Rechg%(33)
Level 22: Taunt -- PrfZng-Dam%(A), PrfZng-Taunt/Rng(33), PrfZng-Taunt(34), PrfZng-Taunt/Rchg/Rng(34)
Level 24: Rock Armor -- LucoftheG-Def/Rchg+(A)
Level 26: Brimstone Armor -- StdPrt-ResDam/Def+(A)
Level 28: Rage -- AdjTrg-Rchg(A), AdjTrg-EndRdx/Rchg(34), AdjTrg-ToHit/EndRdx/Rchg(36), AdjTrg-ToHit/Rchg(36), AdjTrg-ToHit(36)
Level 30: Crystal Armor -- LucoftheG-Def/Rchg+(A)
Level 32: Granite Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), LucoftheG-Def/EndRdx/Rchg(37), LucoftheG-Def/Rchg+(37), LucoftheG-Def(39), LucoftheG-Def/EndRdx(39)
Level 35: Gloom -- Apc-Dam%(A), Apc-Dmg(39), CldSns-%Dam(40), GldJvl-Dam%(40), Apc-Dmg/EndRdx(40)
Level 38: Foot Stomp -- Arm-Dam%(A), Arm-Dmg(42), FrcFdb-Rechg%(42), PrfZng-Dam%(42), Erd-%Dam(43), ScrDrv-Dam%(43)
Level 41: Darkest Night -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(43), DarWtcDsp-Slow%(45), DarWtcDsp-Rchg/EndRdx(45)
Level 44: Dark Obliteration -- CldSns-%Dam(A), Ann-ResDeb%(45), JvlVll-Dam%(46), Rgn-Dmg(46), PstBls-Dam%(46)
Level 47: Summon Widow -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg/Rchg(48), SlbAll-Dmg/Rchg(48), ExpRnf-+Res(Pets)(48), ExpRnf-Acc/Rchg(50), SlbAll-Build%(50)
Level 49: Minerals -- LucoftheG-Def/Rchg+(A)
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 -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(9), Mrc-Rcvry+(11)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11)
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 50: Intuition Radial Paragon 
Level 50: Ageless Core Epiphany 
Level 50: Vorpal Core Final Judgement 
------------

 

Build 2:  Soul Tentacles,  465% Regen (68.4 HP/sec),  +31.4% ToHit,  +33% Accuracy,  +66% Damage,  +93.75% Haste, Minimum Accuracy Attacks against +3s: 105.6%

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.6
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Proc-Rocks: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Stone Skin -- GldArm-3defTpProc(A)
Level 1: Jab -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/EndRdx/Rchg(3), SprMghoft-Acc/Dmg/EndRdx/Rchg(3), SprMghoft-Rchg/Res%(5)
Level 2: Earth's Embrace -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(5), Pnc-Heal/Rchg(7), Pnc-Heal/EndRedux/Rchg(7), Pnc-Heal(9)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 6: Mud Pots -- SprGntFis-Rchg/+Absorb(A), Arm-Dmg/EndRdx(13), SprGntFis-Dmg/EndRdx/Rchg(15), SprGntFis-Acc/Dmg/EndRdx/Rchg(50)
Level 8: Rooted -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(15), Prv-Heal/Rchg(17), Prv-EndRdx/Rchg(17), Prv-Heal/EndRdx(19), Prv-Heal(19)
Level 10: Teleport -- WntGif-RunSpd/Jump/Fly/Rng(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(21)
Level 12: Kick -- Empty(A)
Level 14: Boxing -- Empty(A)
Level 16: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(21), ShlWal-ResDam/Re TP(23), ShlWal-Def/EndRdx(23), Rct-ResDam%(25)
Level 18: Cross Punch -- FrcFdb-Rechg%(A), ExpStr-Dam%(25), Obl-%Dam(27), ScrDrv-Dam%(27), Erd-%Dam(29), Obl-Dmg(29)
Level 20: Knockout Blow -- UnbCns-Dam%(A), GhsWdwEmb-Dam%(31), PrfZng-Dam%(31), Hct-Dam%(31), Hct-Dmg(33), FrcFdb-Rechg%(33)
Level 22: Taunt -- PrfZng-Dam%(A), PrfZng-Taunt/Rng(33), PrfZng-Taunt(34), PrfZng-Taunt/Rchg/Rng(34)
Level 24: Rock Armor -- LucoftheG-Def/Rchg+(A)
Level 26: Brimstone Armor -- StdPrt-ResDam/Def+(A)
Level 28: Rage -- AdjTrg-Rchg(A), AdjTrg-EndRdx/Rchg(34), AdjTrg-ToHit/EndRdx/Rchg(36), AdjTrg-ToHit/Rchg(36), AdjTrg-ToHit(36)
Level 30: Crystal Armor -- LucoftheG-Def/Rchg+(A)
Level 32: Granite Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), LucoftheG-Def/EndRdx/Rchg(37), LucoftheG-Def/Rchg+(37), LucoftheG-Def(39), LucoftheG-Def/EndRdx(39)
Level 35: Gloom -- Apc-Dam%(A), Apc-Dmg(39), CldSns-%Dam(40), GldJvl-Dam%(40), Apc-Dmg/EndRdx(40)
Level 38: Foot Stomp -- Arm-Dam%(A), Arm-Dmg(42), FrcFdb-Rechg%(42), PrfZng-Dam%(42), Erd-%Dam(43), ScrDrv-Dam%(43)
Level 41: Darkest Night -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(43), DarWtcDsp-Slow%(45), DarWtcDsp-Rchg/EndRdx(45)
Level 44: Dark Obliteration -- CldSns-%Dam(A), Ann-ResDeb%(45), JvlVll-Dam%(46), Rgn-Dmg(46), PstBls-Dam%(46)
Level 47: Soul Tentacles -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(48), Rgn-Acc/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/Rchg(50)
Level 49: Minerals -- LucoftheG-Def/Rchg+(A)
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 -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(9), Mrc-Rcvry+(11), NmnCnv-Heal(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11)
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 50: Intuition Radial Paragon 
Level 50: Ageless Core Epiphany 
Level 50: Vorpal Core Final Judgement 
Level 50: Assault Core Embodiment 
Level 50: Degenerative Core Flawless Interface 
Level 50: Longbow Core Superior Ally 
------------

 


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Posted
4 minutes ago, Caulderone said:

Nice.  You are even pretty good against +4s then (93.67%).

 

Soul Tentacles might even be useful in some situations to prevent certain groups prone to runners.

I'm thinking the same thing. I like the idea of having supplemental DPS, but immobilizing mobs could be useful in spot situations.


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Posted

Some thoughts:

 

Spoiler

Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Rock Armor -- LucoftheG-Rchg+(A)
Level 1: Jab -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(3), SprMghoft-Acc/Dmg/Rchg(3), SprMghoft-Acc/Dmg(5)
Level 2: Stone Skin -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(17), GldArm-3defTpProc(48)
Level 4: Earth's Embrace -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(5), Pnc-Heal/Rchg(9), Pnc-Heal/EndRedux/Rchg(9), Pnc-Heal(11)
Level 6: Mud Pots -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(7), SprGntFis-Dmg/EndRdx/Rchg(7), SprGntFis-Rchg/+Absorb(27)
Level 8: Rooted -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(13), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(19), Prv-Absorb%(33)
Level 10: Boxing -- Acc-I(A)
Level 12: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(31), HO:Cyto(48)
Level 14: Kick -- Acc-I(A)
Level 16: Cross Punch -- ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Dmg/EndRdx(17), Obl-%Dam(21), FuroftheG-ResDeb%(21), FrcFdb-Rechg%(23), ScrDrv-Dam%(23)
Level 18: Crystal Armor -- LucoftheG-Rchg+(A)
Level 20: Knockout Blow -- Hct-Dmg/EndRdx(A), Hct-Dmg/Rchg(25), Hct-Dam%(25), FrcFdb-Rechg%(27), GldNet-Dam%(34), UnbCns-Dam%(34)
Level 22: Assault -- EndRdx-I(A)
Level 24: Teleport -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(34)
Level 26: Taunt -- PrfZng-Dam%(A)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), GssSynFr--Build%(29)
Level 30: Weave -- LucoftheG-Rchg+(A), HO:Cyto(31), HO:Cyto(31), Rct-ResDam%(37), ShlWal-ResDam/Re TP(39)
Level 32: Granite Armor -- Ksm-ToHit+(A), TtnCtn-ResDam(33), TtnCtn-ResDam/EndRdx(33), HO:Cyto(39), HO:Cyto(42), LucoftheG-Rchg+(45)
Level 35: Gloom -- Apc-Dmg/EndRdx(A), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg(36), CldSns-%Dam(36), GldJvl-Dam%(37), Apc-Dam%(37)
Level 38: Foot Stomp -- Arm-Dmg/EndRdx(A), Arm-Dam%(39), SprAvl-Acc/Dmg(40), Obl-%Dam(40), ScrDrv-Dam%(42), FrcFdb-Rechg%(45)
Level 41: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(42), CldSns-%Dam(43), JvlVll-Dam%(43), PstBls-Dam%(43), Ann-ResDeb%(48)
Level 44: Summon Widow -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(45), ExpRnf-Dmg/EndRdx(46), ExpRnf-Acc/Dmg/Rchg(46), SlbAll-Build%(46), SlbAll-Acc/Dmg/Rchg(50)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 49: Darkest Night -- HO:Enzym(A)
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 -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(15), NmnCnv-Heal(40), RgnTss-Regen+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(15)
Level 0: Task Force Commander
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Musculature Radial Paragon
Level 50: Assault Core Embodiment
Level 50: Degenerative Core Flawless Interface
Level 50: Ageless Core Epiphany
Level 50: Vorpal Core Final Judgement
Level 50: Longbow Core Superior Ally
------------

 

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Pretty safe to assume that so long as you keep cycling into CP, KO-B and Foot Stomp you'll live under the +100% of FF+Rech. That was my experience testing SS repeatedly. I'd go pretty long stretches with stacked triggers and spend 20+ seconds at a time under its effects. It'll be up often enough that you'll compensate the debuff on yourself and still be within 70-80/s on layering Rage. I also worked in Assault and Maneuvers in there because of the Leadership changes that should come down the pipeline (if they don't get nulled/rolled back) for Tanks. Getting to a target of 59% equivelant defense for Incarnate content is going to be pretty important if you want to account for your defense at all. A lot of stuff debuffs defense, and 45% will just get chewed up in a heartbeat. Maneuvers (as on Beta) should put the build at ~50%, and Darkest Night will carry that padded weight above 60% and give a little debuff wiggle-room. Assault, in this case, will also end up helping to nullify the self-inflicted -Dam effect as well, giving a "0" to start at (meaning more impact value on Rage, especially with the Gaussian's Proc).

 

Oh, also go you nearly 500% Regen.

 

1 hour ago, Bopper said:

I'm thinking the same thing. I like the idea of having supplemental DPS, but immobilizing mobs could be useful in spot situations.

Mud Pots? Already has an Immobilize component in the aura doesn't it?

 

 

  • Like 1
Posted
28 minutes ago, Sir Myshkin said:

Mud Pots? Already has an Immobilize component in the aura doesn't it?

It does have it, however I don't think it can be enhanced and is only Mag 2. But stacking it with Soul Tentacles could be useful, although I was thinking more in terms of having a ranged AoE immobilize for runners, but there certainly synergy there.

 

56 minutes ago, Sir Myshkin said:

Pretty safe to assume that so long as you keep cycling into CP, KO-B and Foot Stomp you'll live under the +100% of FF+Rech

I haven't tested this explicitly but will do so later. I know as a single target, KO-B is near automatic while Foot Stomp is near automatic when swarmed. CP is a bit of a mixed bag, but given it provides a reliable +10% buff with the occasional proc keeps it in my lineup. I mainly look forward to CP when it goes live.

 

1 hour ago, Sir Myshkin said:

Getting to a target of 59% equivalent defense for Incarnate content is going to be pretty important if you want to account for your defense at all. A lot of stuff debuffs defense, and 45% will just get chewed up in a heartbeat

Certainly is considered, and I tend to use a Darkest Night slotting that results in a -18% ToHit debuff which puts me at effectively 63.3% defense. The question then becomes how much of the debuff is resisted. If it's 25% resistance or less, I should maintain the 58.75% defense, otherwise I will need to rely on a teammate running maneuvers.

 

1 hour ago, Sir Myshkin said:

I also worked in Assault and Maneuvers in there

This is certainly something I will want to revisit once it goes live. 

 

1 hour ago, Sir Myshkin said:

Some thoughts:

Overall, I like a lot of the things you incorporated and will look to see what tweaks I would want to make. Certainly the incorporation of winter sets should be considered more. I tend to not use them due to their costs, but if it could solve some of the holes in the build I will certainly address it. Thanks!


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Posted
1 hour ago, Bopper said:

It does have it, however I don't think it can be enhanced and is only Mag 2. But stacking it with Soul Tentacles could be useful, although I was thinking more in terms of having a ranged AoE immobilize for runners, but there certainly synergy there.

Don't you have Teleport? 😉  I kid, I kid. I just wanted to make sure that was in the consideration and not missed cause I about missed it myself not being an avid fan of Stone Armor.

 

 

1 hour ago, Bopper said:

Certainly is considered, and I tend to use a Darkest Night slotting that results in a -18% ToHit debuff which puts me at effectively 63.3% defense. The question then becomes how much of the debuff is resisted. If it's 25% resistance or less, I should maintain the 58.75% defense, otherwise I will need to rely on a teammate running maneuvers.

The fact that any amount of the -ToHit can be resisted at all is why I personally looked to pad as many relevant defense sources first. For the most part I'd expect your basic content wont really run into much issue. It'll be a few potential mobs in Incarnate content, and AV's specifically that'll threaten to cut that down (up to 50% in worst case). If you're boiled down to just an AV though, I'd imagine there's less concern in that situation 1v1 when you have such a high volume of resistances to rely on.

 

Cumulatively we ended up at similar values in the end (63.3% v 62.4% live), but the buff to Maneuvers should add another ~2.5% to that in favor of actual defense, instead of resistible -ToHit.

 

1 hour ago, Bopper said:

Certainly the incorporation of winter sets should be considered more. I tend to not use them due to their costs...

The one-offs like I had in Foot Stomp, that's really just a convenience thing from when I was testing. A single winter-o, catalysed has the same value as +5 boosting a correlating IO of the same combo type. Building in the game with cost, yeah, it's not Inf-wise to purchase for that purpose. Small side-tangent on that, to me I have a bit of a Jeff Bezos moment with Inf and Time in that slotting and +5'ing an IO is prohibitive to just buying the Winter O catalysed and putting it in the build. 😅 I tend not to really consider the physical costs of any singular IO/Set anymore. The set bonuses when you start stacking them can be worth purchasing, though. Two Superior Frozen Blasts, as an example, net 15% Slow Resistance. I had also done a build version with Boxing slotted up instead of having the Widow in there, with an additional two Winters that put the build at 50% Resistance to Slow.

 

I also explored whether it was possible to get a reasonable amount of Psionic resistance into the build. If I sacrificed all aspects of proc-minded building, I could actually get ~52% in there while keeping all the current features of the build (besides, of course, the procs).

Posted

Very much like the concept, as I have been wanting to get a Granite tank that I didn't feel was 'gimped' for a loooong time. I went on test with your second version of the build with the widow, replacing Dark Obliteration with Haymaker, and made its incarnates Musc core, Degen core, Ageless core, and Assault hybrid (not toggled). Ran a couple of pylons and got in the 280s on dps. Not shabby at all 🙂 I still find myself thinking what it could be doing with a different primary which might be just almost as survivable, but it's a good idea.

 

  • Like 1
  • 2 weeks later
Posted (edited)

Here's a comparison data point. I made a Stone/Rad tank inspired by this. Went completely proc on it, avoiding damage enhancement entirely (figured it was pointless because rad doesn't have have rage to counter granite's debuff so I went all-in on the alternate damage source), with the exception that I still used Musculature core. I figured this would not be hurt so much by granite's -rech also as contaminated turns your single target attacks into pseudo-aoes. Turned into 256 dps (one run, so would need more testing). A touch slower than the SS, but against 54 rikti mobs it absolutely melted all the non-bosses with the combination of mud pots, irradiated ground, and contamination. Really enjoyable.

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Radiation Melee
Power Pool: Fighting
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Stone Skin -- GldArm-3defTpProc(A), Ags-Psi/Status(50), ImpArm-ResPsi(50)
Level 1: Contaminated Strike -- Hct-Dmg(A), Hct-Dmg/Rchg(3), Hct-Acc/Dmg/Rchg(3), Hct-Acc/Rchg(37), Hct-Dmg/EndRdx(40)
Level 2: Earth's Embrace -- Mrc-Heal/EndRdx(A), Mrc-EndRdx/Rchg(42), Mrc-Heal/Rchg(42), Mrc-Heal/EndRdx/Rchg(43), Mrc-Heal(43), Mrc-Rcvry+(43)
Level 4: Radioactive Smash -- FrcFdb-Rechg%(A), SprBlsCol-Acc/Dmg/EndRdx(5), AchHee-ResDeb%(5), PrfZng-Dam%(27), ExpStr-Dam%(27), TchofLadG-%Dam(34)
Level 6: Mud Pots -- PcnoftheT-Acc/EndRdx(A), ImpSwf-Dam%(7), FuroftheG-ResDeb%(7), Obl-%Dam(9), Arm-Dam%(9), SprMghoft-Rchg/Res%(11)
Level 8: Rooted -- RgnTss-Heal/EndRdx(A), RgnTss-EndRdx/Rchg(45), RgnTss-Heal/Rchg(45), RgnTss-Heal/EndRdx/Rchg(45), RgnTss-Regen+(46)
Level 10: Proton Sweep -- Acc-I(A), Obl-%Dam(11), ScrDrv-Dam%(13), Erd-%Dam(13), TchofLadG-%Dam(15), PrfZng-Dam%(15)
Level 12: Taunt -- Empty(A)
Level 14: Boxing -- Empty(A)
Level 16: Radiation Siphon -- TchoftheN-Acc/EndRdx/Heal/HP/Regen(A), TchoftheN-%Dam(17), ThfofEss-+End%(17), PrfZng-Dam%(19), GldStr-%Dam(21), Mk'Bit-Dam%(21)
Level 18: Tough -- StdPrt-ResDam/Def+(A), ImpArm-ResPsi(19)
Level 20: Fusion -- RechRdx-I(A), RechRdx-I(46)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23), Ksm-ToHit+(25), LucoftheG-Def/Rchg(42), Ksm-Def/EndRdx(50)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Teleport -- EndRdx-I(A)
Level 28: Irradiated Ground -- EndRdx-I(A), Obl-%Dam(29), ScrDrv-Dam%(29), Erd-%Dam(31), ShlBrk-%Dam(31), TchofLadG-%Dam(31)
Level 30: Rock Armor -- LucoftheG-Def/Rchg+(A)
Level 32: Granite Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33), LucoftheG-Def(33), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam(34), UnbGrd-Rchg/ResDam(34)
Level 35: Devastating Blow -- Stp-Acc/EndRdx(A), GldStr-%Dam(36), Hct-Dam%(36), AchHee-ResDeb%(36), TchofDth-Dam%(37), SprGntFis-Rchg/+Absorb(37)
Level 38: Atom Smasher -- Stp-Acc/EndRdx(A), Obl-%Dam(39), ScrDrv-Dam%(39), Erd-%Dam(39), TchofLadG-%Dam(40), PrfZng-Dam%(40)
Level 41: Crystal Armor -- LucoftheG-Def/Rchg+(A)
Level 44: Minerals -- LucoftheG-Def/Rchg+(A)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
Level 49: Physical Perfection -- PrfShf-End%(A)
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 -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), EndMod-I(46), PrfShf-EndMod(48)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------

 

 

 

EDIT: Swapped in gloom and added gaussian to fusion instead of conserve power/physical perfection and got the below times

4:10 281
3:55 291
3:47 297
3:49 295

Edited by Microcosm
Posted
1 hour ago, Microcosm said:

(figured it was pointless because rad doesn't have have rage to counter granite's debuff so I went all-in on the alternate damage source)

Granite's -Dam Debuff isn't that significant. -30% is pretty easy to mitigate through natural set bonuses and Assault, especially with the modified variant of Assault Tankers have on Beta right now (higher value). You're kind of neutering yourself by not putting some investment into damage enhancement besides just Musculature, especially with the base modifier shift that's on Beta. You're giving up a reasonably decent chunk of damage.

Posted
59 minutes ago, Sir Myshkin said:

Granite's -Dam Debuff isn't that significant. -30% is pretty easy to mitigate through natural set bonuses and Assault, especially with the modified variant of Assault Tankers have on Beta right now (higher value). You're kind of neutering yourself by not putting some investment into damage enhancement besides just Musculature, especially with the base modifier shift that's on Beta. You're giving up a reasonably decent chunk of damage.

Ok, I tried replacing a proc in each of the powers I had no damage enhancement in with a 50 IO damage and got these times:

4:23
4:41

 

I then +5d all of those damage IOs and got these times:

3:43
3:48

 

So with the +5s it could be very marginally better. That difference between the 50s and 50+5s seems pretty big... 2 tests per is probably not enough but I have to call it a night.

 

Posted
3 minutes ago, Microcosm said:

Ok, I tried replacing a proc in each of the powers I had no damage enhancement in with a 50 IO damage and got these times:

4:23
4:41

 

I then +5d all of those damage IOs and got these times:

3:43
3:48

 

So with the +5s it could be very marginally better. That difference between the 50s and 50+5s seems pretty big... 2 tests per is probably not enough but I have to call it a night.

 

I'm glad you're testing it. I'm actually somewhat surprised the 55 IOs compare so closely with just replacing it with another proc. 


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Posted
12 hours ago, Bopper said:

I'm glad you're testing it. I'm actually somewhat surprised the 55 IOs compare so closely with just replacing it with another proc. 

Indeed, it seems to be a wash. Which means adding another damage IO should end up dropping dps because you would start to smack at ED.

 

Did 3 more runs at lunch time (still with the +5 damage IOs):

3:55
3:52
4:17

Posted
51 minutes ago, Microcosm said:

Indeed, it seems to be a wash. Which means adding another damage IO should end up dropping dps because you would start to smack at ED.

You're right on the money, actually. A single 50+5 with Musculature is putting you into the bleed-over range. For most of my practical Tank testing doing Acc/Dam, Acc/Dam/End, with Musculature it tapped me out at 111%, with just Musculature and the 50+5 it's 110%, so anything further is unnecessary, but it is consistent and "guaranteed" versus probability based damage. I didn't catch you say whether you did or didn't compensate the debuff in any way? Any trailing damage bonuses or Assault? Just curious as it would play into the balancing act there and whether there was still room to grow that inherent value.

 

Just cause it was a build I had open, I toggled back and forth on Knockout Blow to see the variances. With Musculature and the 50+5 (no procs) it starts at 259, toggle on the Hybrid static +10% for being equipped and I get 275, toggle on Assault (which'd actually be higher on Beta) I get 292. That still has a global +6% bonus in there too that I can't just toggle off, but it collectively gets me to an even wash to start from. That variance is worth half a proc's worth of damage.

Posted (edited)
5 hours ago, Sir Myshkin said:

I didn't catch you say whether you did or didn't compensate the debuff in any way? Any trailing damage bonuses or Assault? Just curious as it would play into the balancing act there and whether there was still room to grow that inherent value.

Other than adding the damage IOs I didn't make any other changes. My initial premise was to just screw damage bonus and go all in on procs instead of trying to fight upstream against the granite debuff and hope the proc damage netted me better since it wouldn't be starting from behind. I ended up with musculature and hybrid assault just because I saw notbing else I thought would help all that much. I could technically fit Leadership Assault in as well, which at this point there is no reason not to.

 

Edit: build with the +5 damage IOs. Last slot could be Assault.

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Radiation Melee
Power Pool: Fighting
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Stone Skin -- GldArm-3defTpProc(A)
Level 1: Contaminated Strike -- Hct-Dmg(A), Hct-Dmg/Rchg(3), Hct-Acc/Dmg/Rchg(3), Hct-Dmg/EndRdx(19), Hct-Acc/Rchg(37)
Level 2: Earth's Embrace -- Mrc-Heal/EndRdx(A), Mrc-EndRdx/Rchg(42), Mrc-Heal/Rchg(42), Mrc-Heal/EndRdx/Rchg(43), Mrc-Heal(43), Mrc-Rcvry+(43)
Level 4: Radioactive Smash -- FrcFdb-Rechg%(A), SprBlsCol-Acc/Dmg/EndRdx(5), AchHee-ResDeb%(5), Dmg-I(27), ExpStr-Dam%(27), TchofLadG-%Dam(34)
Level 6: Mud Pots -- PcnoftheT-Acc/EndRdx(A), ImpSwf-Dam%(7), FuroftheG-ResDeb%(7), Dmg-I(9), Arm-Dam%(9), SprMghoft-Rchg/Res%(11)
Level 8: Rooted -- RgnTss-Heal/EndRdx(A), RgnTss-EndRdx/Rchg(45), RgnTss-Heal/Rchg(45), RgnTss-Heal/EndRdx/Rchg(45), RgnTss-Regen+(46)
Level 10: Proton Sweep -- Acc-I(A), Dmg-I(11), ScrDrv-Dam%(13), Erd-%Dam(13), TchofLadG-%Dam(15), PrfZng-Dam%(15)
Level 12: Taunt -- Empty(A)
Level 14: Boxing -- Empty(A)
Level 16: Radiation Siphon -- TchoftheN-Acc/EndRdx/Heal/HP/Regen(A), TchoftheN-%Dam(17), ThfofEss-+End%(17), PrfZng-Dam%(19), Dmg-I(21), Mk'Bit-Dam%(21)
Level 18: Tough -- StdPrt-ResDam/Def+(A)
Level 20: Fusion -- RechRdx-I(A), GssSynFr--Build%(40), RechRdx-I(46)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23), Ksm-ToHit+(25), LucoftheG-Def/Rchg(42)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Teleport -- EndRdx-I(A)
Level 28: Irradiated Ground -- EndRdx-I(A), Dmg-I(29), ScrDrv-Dam%(29), Erd-%Dam(31), ShlBrk-%Dam(31), TchofLadG-%Dam(31)
Level 30: Rock Armor -- LucoftheG-Def/Rchg+(A)
Level 32: Granite Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33), LucoftheG-Def(33), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam(34), UnbGrd-Rchg/ResDam(34)
Level 35: Devastating Blow -- Stp-Acc/EndRdx(A), Dmg-I(36), Hct-Dam%(36), AchHee-ResDeb%(36), TchofDth-Dam%(37), SprGntFis-Rchg/+Absorb(37)
Level 38: Atom Smasher -- Stp-Acc/EndRdx(A), Dmg-I(39), ScrDrv-Dam%(39), Erd-%Dam(39), TchofLadG-%Dam(40), PrfZng-Dam%(40)
Level 41: Crystal Armor -- LucoftheG-Def/Rchg+(A)
Level 44: Minerals -- LucoftheG-Def/Rchg+(A)
Level 47: Gloom -- Apc-Dam%(A), SprWntBit-Acc/Dmg/EndRdx(48), GldJvl-Dam%(50), Dcm-Build%(50), CldSns-%Dam(50)
Level 49: [Empty] -- Empty(A)
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 -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), EndMod-I(46), PrfShf-EndMod(48)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Core Paragon
------------

 

 

 

Edited by Microcosm

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