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[v2.0] SR/MA ... NO GET HITSU!!


Redlynne

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Yes ... it's that time again!  Time for another in my continuing series of ...

 

WALL OF TEXT CRITS YOU!!!

 

For those who want to see what the v1 form of this SR/MA build, it can be found here:

 

 

 

So ... what's changed since the previous build plan?

Well, among other things I've learned how to use Proc Fu thanks to the work of @Bopper, @Sir Myshkin and @SmalltalkJava (among others).

 

Additional research since then has proven out that although the "Taunt aura" of the Gauntlet inherent power is a (small) AoE effect with a maximum of 5 $Targets (except for Dragon's Tail which has a maximum of 10 $Targets) ... despite that fact ... slotting a Perfect Zinger proc into secondary powerset attacks will not allow the Perfect Zinger proc to affect any additional $Targets beyond the one(s) that are directly hit by your attacks.  In other words, Punchvoke does not "carry over" the Perfect Zinger proc into the Gauntlet "Taunt aura" of your secondary attacks (unless those attacks are already an AoE type by default, like Dragon's Tail is).  So even those the Taunt effect of single target attacks can affect multiple $Targets, any Taunt proc(s) slotted into your secondary powers will only affect what you hit, because the Punchvoke spread of the "Taunt aura" will not "carry" those Taunt proc(s) to additional $Targets.

 

So that sucked.  I'd been hoping to use the Perfect Zinger proc in all of the secondary attacks as a sort of backdoor way to achieving a mild (very mild) AoE damage boost ... but sadly it was not to be, because of how Gauntlet is spaghetti coded into the game (in a way that breaks all too easily!).  I've asked @Captain Powerhouse about the possibility of enabling this "feature" in private messages with the changes that were being made to Tankers on the Test Server and the response was ... not favorable towards the implications (partly because it would then put pressure on ALL Tankers to fit Perfect Zinger procs into ALL of their single target secondary attack powers, which would upset the apple cart of legacy balance points a bit too much!).

 

So ... what I'd been hoping was a Clever Use Of Game Mechanics in the v1 build turned out to not work the way I'd been hoping it would.

 

The other thing I've discovered since then was a superior way to slot Health+Stamina (that you can find in my other build updates I've made) to dramatically increase endurance recovery, but which required more slots (that had to be cannibalized from somewhere) so the build would need to be "rebalanced" to maintain performance through an alternative means of achieving that performance.  What performance?

  • 59% (or higher) Defense vs Melee, Ranged and AoE (with 10s Storm Kick defense buff) for protection against AV/GM and Incarnate scaled combat adversaries
  • Repeating attack chains that contain Thunder Kick (for 10s Bruising debuff) and Storm Kick (for 10s Storm Kick defense buff) which cycle in less than 10.3 seconds to keep those buffs refreshed
  • Increased chance to proc Stuns in order to "neutralize" Bosses and other $Targets that need to be "shut down hard" in a hurry
  • Improved Medicine pool performance to dramatically increase survival options in continuous and heavy combat scenarios
  • Reduction in demand for recharge buffing (down to only what is "needed" to close the loop on repeating attack chains) in exchange for increased global endurance reduction
  • Improved Scaling Resistances performance as well as single target attack chains oriented around increasing resistances via Might of the Tanker proc in Thunder Kick
  • More Exemplar friendly progression of power picks to take Cobra Strike earlier (Level 10 instead of 20) and move Leadership pool powers later in the build (41+ instead of 28-30 and 47-49)
  • Ensure all "critical" powers are taken "just in time" to be relevant to Task Forces at various Exemplar Levels (all defensive powers needed for 45%+ Defense are engaged at Exemplar Levels 15+)

 

 

 

So one of the questions I wanted to answer with this rebuild was one that I've seen repeatedly asked in different contexts for Scrappers, Brutes and Stalkers ... is Eagle's Claw "worth it" to get on any of the Archetypes that can use Martial Arts?  I've seen arguments and analyses done for the (original) Scrapper version of Martial Arts, where the conclusion people came to was that use of Eagle's Claw is a net loss compared to the alternatives available within the Martial Arts powerset ... but that was using Scrapper performance modifiers and metrics.  Martial Arts is "different enough" for Tankers that I considered the possibility that what might be true for Scrappers might NOT be similarly true for Tankers, but in order to test that theory I needed to have a build and do an "end to end" cross comparison of the damage output (not throughput accounting for Bruising debuffs and so on, just merely output) in the proper context of the repeating attack chains you'd want to be using.

 

The answer that I got for my troubles was NOT the one that I'd been expecting(!).

 

You'll be able to see the details and breakdown in the build post, but to summarize here ... using Eagle's Claw in the attack chains makes the chains LONGER (not surprising) and does incur a loss of damage per second output in the context of a purely single target repeating attack chain ... but that loss is so marginal (barely -2.2%) that the "cost" to damage output is for all intents and purposes almost a rounding error.  However, the flipside to that is that ironically, for Tankers at least, Eagle's Claw winds up making attack chains CHEAPER to use in terms of endurance costs for producing the damage of those attack chains.  In other words, the way that Eagle's Claw is structured and formulated for Tankers (and how I wind up using it in my attack chains), I found a way to make Eagle's Claw basically "break even" on damage production but actually yield that very similar performance at a lower endurance cost over time.  Needless to say, this was a result that I had NOT been expecting to see!

You'll also be able to see that the inter(re)action of Leadership: Assault with the damage output of attack chains with Eagle's Claw relative to the ones without it is somewhat curious, since it actually "breaks both ways" depending on the context (and Exemplar Level influencing how the Attuned Tanker ATOs behave in those attack chains).  Ironically, use of Eagle's Claw with Assault toggled on magnifies the downstream buffing of Eagle's Claw in a way that shows up most dramatically in how Eagle's Claw can buff the damage output production of Dragon's Tail for a Tanker.

 

One other thing to mention about Eagle's Claw and it's damage buff is ... the duration forces some rather interesting choices, due to the arcanatime of animations for the other attacks.

 

Thunder Kick and Storm Kick have animation arcanatimes of 1.056 each, meaning you can Click both of those powers and only spend 2.112s of the 3s damage buff duration following Eagle's Claw.  Due to the 2.772s arcanatime way that Eagle's Claw animates, and the 2.5s delay on starting the 3s duration damage buff of +33% (that happens EVERY TIME without an RNG proc chance, so it's not a "critical hit" game mechanic happening here) you've really only got 3-(2.772-2.5)=2.728s of buff duration to rely on being able to use, which honestly isn't a lot of animation time.  If you use either Cobra Strike (1.848s arcanatime) or Crane Kick (1.848s arcanatime) or Crippling Axe Kick (1.848s arcanatime) or even Dragon's Tail (1.716s arcanatime) you'll only be able to animate 2 of those powers in succession before the buff duration expires.  But here's the kicker ... you can animate ONE power from the Cobra Strike, Crane Kick, Crippling Axe Kick, Dragon's Tail pile of choices along with BOTH Thunder Kick AND Storm Kick and be able to fit all 3(!) attacks inside the available 2.728s buff duration window ... and at that point you have to ask yourself if Thunder Kick plus Storm Kick combined yield a greater damage output than Cobra Strike, Crane Kick or Crippling Axe Kick in almost the same amount of animation time ... and ironically the answer is ... NO.

 

Thunder Kick = 37.37 base damage

Storm Kick = 58.72 base damage

Thunder Kick + Storm Kick = 96.09 base damage

Cobra Strike = 87.2 base damage

Crane Kick = 87.2 base damage

Crippling Axe Kick = 94.31 base damage

Dragon's Tail = 52.5 base damage (per $Target, max 10)

 

So you wind up with this curious dynamic in which if you're going to use Eagle's Claw as a Tanker, your best/most efficient use (exploit?) of the 2.728s duration of the +33% damage buff AFTER Eagle's Claw is either:

  • Single Target ... Thunder Kick > Storm Kick > Crippling Axe Kick ... where Crippling Axe Kick initiates with 0.616s remaining on the buff (which is all you need due to resolve first/animate after).
  • PBAoE ... Thunder Kick > Storm Kick > Dragon's Tail ... where Dragon's Tail initiates with 0.616s remaining on the buff (which is all you need due to resolve first/animate after).

In other words, by starting the attack animation before the buff duration expires, you "capture" the benefit of that buff for that attack power even though the damage will "land" after the buff has already expired while the attack is animating.  That's because City of Heroes uses a resolve first/animate after scheme inside the game engine, which is why you can sometimes get projectiles to "chase" you by moving while they're in flight towards you, since the "hit" (and damage from it) is already predetermined at the time the attack was activated, with everything after that (the animations and so on) all being window dressing to help aid/break immersion in the action unfolding on screen.

 

Bottom line is that if you're using Eagle's Claw for the temporary damage boosting buff on subsequent attacks ... the BEST follow up attack powers are Thunder Kick, Storm Kick and then "something else" ... mainly because Thunder Kick and Storm Kick as a 1-2 combo is superior to every other option available to you, since with Thunder+Storm+One More you can use the Eagle's Claw damage buff on THREE powers instead of just merely TWO(!) ... which is really ODD when you think about it in an overall balancing of the Eagle's Claw power in the context of the rest of the powerset.  I mean, Thunder Kick being part of an attack chain is ADVANTAGEOUS because it increases damage output relative to the alternative(s)?  Yet, sure enough, that's what my research consistently found as being the most damaging option when chain sequencing powers after Eagle's Claw in a way that maximized damage output.  Needless to say, using Dragon's Tail as the "One More" after Storm Kick in that context means that Dragon's Tail gets the benefits of a predictably reliable +33% damage buff every rotation helps supercharge the PBAoE damage output of the build, so that speaks to a level of versatility in how to make use of (exploit?) the Eagle's Claw damage buff element.

 

 

 

So I found THAT (unexpected) synergy between Eagle's Claw, Thunder Kick (of all things) and Storm Kick ...

 

 

 

Another difference came about because I realized that ... really ... the 45% defense vs Melee, Ranged and AoE was reached relatively early (Exemplar Level 15 I believe with a fully slotted build).  Maneuvers was necessary to reach 59% defense vs Melee, Ranged and AoE (as was a fully slotted out Tactics), but the higher defense values are kind of only "necessary" when dealing with Incarnate content, meaning that it was "safe enough" to delay all of the Leadership pool powers until the Level 41-49 power picks.  This then opened a "slot" earlier on for Focus Chi (now the Level 32 power pick) and Field Medic (the Level 30 power pick).  I figure that the endurance gain from use of Aid Self with Field Medic in the build will basically "solve" any heavy combat long term endurance recovery issues (particularly since you'll probably need to be using Aid Self intermittently anyway to heal what damage leaks through your defenses).  And of course, with Field Medic in the build, it simply makes too much sense to take Aid Self (even as a One Slot Wonder power) over Injection as the prerequisite to unlock Aid Self.  So that's why those powers were chosen.

 

 

 

But enough of my babblings on this topic ... on with the build plan!

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Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

 

Spoiler

 


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Level 50 Natural Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Martial Arts
Power Pool: Flight
Power Pool: Medicine
Power Pool: Leadership

 

Hero Profile:


Level 1:    Focused Fighting    
 (A) Reactive Defenses - Defense: Level 22
 (3) Reactive Defenses - Defense/Endurance: Level 22
 (3) Reactive Defenses - Endurance/RechargeTime: Level 22
 (11) Reactive Defenses - Defense/RechargeTime: Level 22
 (11) Reactive Defenses - Defense/Endurance/RechargeTime: Level 22
 (23) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25


Level 1:    Thunder Kick    
 (A) Might of the Tanker - Accuracy/Damage: Level 50
 (21) Might of the Tanker - Damage/Recharge: Level 50
 (25) Might of the Tanker - Accuracy/Damage/Recharge: Level 50
 (25) Might of the Tanker - Damage/Endurance/Recharge: Level 50
 (27) Might of the Tanker - Accuracy/Damage/Endurance/Recharge: Level 50
 (29) Might of the Tanker - Recharge/Chance for +Res(All): Level 50


Level 2:    Storm Kick    
 (A) Gauntleted Fist - Accuracy/Damage: Level 50
 (29) Gauntleted Fist - Damage/RechargeTime: Level 50
 (31) Gauntleted Fist - Accuracy/Damage/RechargeTime: Level 50
 (31) Gauntleted Fist - Damage/Endurance/RechargeTime: Level 50
 (31) Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime: Level 50
 (33) Gauntleted Fist - RechargeTime/+Absorb: Level 50


Level 4:    Focused Senses    
 (A) Reactive Defenses - Defense: Level 27
 (5) Reactive Defenses - Defense/Endurance: Level 27
 (5) Reactive Defenses - Endurance/RechargeTime: Level 27
 (7) Reactive Defenses - Defense/RechargeTime: Level 27
 (9) Reactive Defenses - Defense/Endurance/RechargeTime: Level 27
 (9) Kismet - Accuracy +6%: Level 10


Level 6:    Hover    
 (A) Shield Wall - +Res (Teleportation), +5% Res (All): Level 10


Level 8:    Practiced Brawler    
 (A) Recharge Reduction IO: Level 50+5


Level 10:    Cobra Strike    
 (A) HamiO: Endoplasm Exposure (+2 Acc/Mez)
 (43) HamiO: Peroxisome Exposure (+2 Dam/Mez)
 (43) Pounding Slugfest - Accuracy/Damage: Level 27
 (43) Pounding Slugfest - Damage/Endurance: Level 27
 (45) Pounding Slugfest - Damage/Recharge: Level 27
 (45) Pounding Slugfest - Disorient Bonus: Level 15


Level 12:    Evasion    
 (A) Reactive Defenses - Defense: Level 22
 (13) Reactive Defenses - Defense/Endurance: Level 22
 (13) Reactive Defenses - Endurance/RechargeTime: Level 22
 (15) Reactive Defenses - Defense/RechargeTime: Level 22
 (15) Reactive Defenses - Defense/Endurance/RechargeTime: Level 22
 (23) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25


Level 14:    Warrior's Provocation    
 (A) Perfect Zinger - Chance for Psi Damage: Level 21


Level 16:    Dodge    
 (A) Defense Buff IO: Level 50+5
 (17) Defense Buff IO: Level 50+5


Level 18:    Agile    
 (A) Defense Buff IO: Level 50+5
 (19) Defense Buff IO: Level 50+5


Level 20:    Lucky    
 (A) Defense Buff IO: Level 50+5
 (21) Defense Buff IO: Level 50+5


Level 22:    Aid Other    
 (A) HamiO: Golgi Exposure (+2 End/Heal/Absorb)


Level 24:    Aid Self    
 (A) Preventive Medicine - Heal: Level 27
 (33) Preventive Medicine - Heal/Endurance: Level 27
 (33) Preventive Medicine - Endurance/RechargeTime: Level 27
 (34) Preventive Medicine - Heal/RechargeTime: Level 27
 (34) Preventive Medicine - Heal/RechargeTime/Endurance: Level 27
 (34) Preventive Medicine - Chance for +Absorb: Level 20


Level 26:    Quickness    
 (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run)


Level 28:    Crippling Axe Kick    
 (A) HamiO: Endoplasm Exposure (+2 Acc/Mez)
 (37) HamiO: Peroxisome Exposure (+2 Dam/Mez)
 (40) Pounding Slugfest - Accuracy/Damage: Level 27
 (42) Pounding Slugfest - Damage/Endurance: Level 27
 (42) Pounding Slugfest - Damage/Recharge: Level 27
 (42) Pounding Slugfest - Disorient Bonus: Level 15


Level 30:    Field Medic    
 (A) Recharge Reduction IO: Level 50+5


Level 32:    Focus Chi    
 (A) Recharge Reduction IO: Level 50+5


Level 35:    Dragon's Tail    
 (A) Eradication - Damage: Level 27
 (36) Eradication - Accuracy/Recharge: Level 27
 (36) Eradication - Damage/Recharge: Level 27
 (36) Eradication - Accuracy/Damage/Recharge: Level 27
 (37) Eradication - Accuracy/Damage/Endurance/Recharge: Level 27
 (37) Eradication - Chance for Energy Damage: Level 10


Level 38:    Eagles Claw    
 (A) HamiO: Endoplasm Exposure (+2 Acc/Mez)
 (39) HamiO: Peroxisome Exposure (+2 Dam/Mez)
 (39) Pounding Slugfest - Accuracy/Damage: Level 27
 (39) Pounding Slugfest - Damage/Endurance: Level 27
 (40) Pounding Slugfest - Damage/Recharge: Level 27
 (40) Pounding Slugfest - Disorient Bonus: Level 15


Level 41:    Maneuvers    
 (A) Reactive Defenses - Defense: Level 27
 (45) Reactive Defenses - Defense/Endurance: Level 27
 (46) Reactive Defenses - Endurance/RechargeTime: Level 27
 (46) Reactive Defenses - Defense/RechargeTime: Level 27
 (46) Reactive Defenses - Defense/Endurance/RechargeTime: Level 27
 (48) Reactive Defenses - Scaling Resist Damage: Level 20


Level 44:    Tactics    
 (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 22
 (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 22
 (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 22
 (50) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 22
 (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 22
 (50) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21


Level 47:    Assault    
 (A) Endurance Reduction IO: Level 50+5


Level 49:    Vengeance    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 25


Level 1:    Gauntlet    

 

Level 1:    Brawl    
 (A) Accuracy IO: Level 50

 

Level 1:    Sprint    
 (A) Celerity - +Stealth: Level 15


Level 2:    Rest    
 (A) Interrupt Reduction IO: Level 50

 

Level 1:    Prestige Power Slide    
 (A) Run Speed IO: Level 50+5

 

Level 1:    Prestige Power Surge    
 (A) Run Speed IO: Level 50+5

 

Level 4:    Ninja Run

 

Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 2:    Swift    
 (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run)

 

Level 2:    Hurdle    
 (A) Jumping IO: Level 50+5

 

Level 2:    Health    
 (A) Panacea - +Hit Points/Endurance: Level 10
 (17) Miracle - +Recovery: Level 20
 (27) Numina's Convalesence - +Regeneration/+Recovery: Level 30


Level 2:    Stamina    
 (A) Endurance Modification IO: Level 50+5
 (7) Performance Shifter - EndMod: Level 27
 (19) Performance Shifter - Chance for +End: Level 21


Level 0:    Freedom Phalanx Reserve    
Level 0:    Portal Jockey    
Level 0:    Task Force Commander    
Level 0:    The Atlas Medallion

 

 

Set Bonus Totals:

Spoiler

10.5% DamageBuff(Smashing)
10.5% DamageBuff(Lethal)
10.5% DamageBuff(Fire)
10.5% DamageBuff(Cold)
10.5% DamageBuff(Energy)
10.5% DamageBuff(Negative)
10.5% DamageBuff(Toxic)
10.5% DamageBuff(Psionic)
2.81% Defense(Smashing)
2.81% Defense(Lethal)
2.81% Defense(Fire)
2.81% Defense(Cold)
8.13% Defense(Energy)
8.13% Defense(Negative)
5.63% Defense(Melee)
5.94% Defense(Ranged)
5.63% Defense(AoE)

3.6% Max End
18.75% Enhancement(Max EnduranceDiscount)
47.5% Enhancement(RechargeTime)
15% SpeedFlying
GrantPower Preventive Medicine (10% chance, if Scourge)
217.9 HP (11.63%) HitPoints
15% JumpHeight
15% SpeedJumping
MezResist(Confused) 78.75%
MezResist(Held) 78.75%
MezResist(Immobilized) 78.75%
MezResist(Sleep) 78.75%
MezResist(Stunned) 78.75%
MezResist(Terrorized) 78.75%
2.5% (0.04 End/sec) Recovery
46% (3.59 HP/sec) Regeneration
23.75% Resistance(Smashing)
23.75% Resistance(Lethal)
25.25% Resistance(Fire)
25.25% Resistance(Cold)
8.75% Resistance(Energy)
8.75% Resistance(Negative)
9.5% Resistance(Toxic)
9.5% Resistance(Psionic)
0% Resistance(Smashing)
0% Resistance(Lethal)
0% Resistance(Fire)
0% Resistance(Cold)
0% Resistance(Energy)
0% Resistance(Negative)
0% Resistance(Toxic)
0% Resistance(Psionic)
15% SpeedRunning

 


Set Bonuses:

Spoiler

Reactive Defenses
(Focused Fighting)
  1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  35.14 HP (1.88%) HitPoints
  3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  3.75% Enhancement(EnduranceDiscount)


Luck of the Gambler
(Focused Fighting)
  7.5% Enhancement(RechargeTime)


Might of the Tanker
(Thunder Kick)
  2% DamageBuff(All)
  35.14 HP (1.88%) HitPoints
  7.5% Enhancement(RechargeTime)
  4.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5%
  5.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 8.75%, MezResist(Held) 8.75%, MezResist(Stunned) 8.75%, MezResist(Sleep) 8.75%, MezResist(Terrorized) 8.75%, MezResist(Confused) 8.75%


Gauntleted Fist
(Storm Kick)
  1.8% Max End
  3.75% Resistance(Energy,Negative), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25%
  10% (0.78 HP/sec) Regeneration
  3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
  5.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 8.75%, MezResist(Held) 8.75%, MezResist(Stunned) 8.75%, MezResist(Sleep) 8.75%, MezResist(Terrorized) 8.75%, MezResist(Confused) 8.75%5.25% Resistance(Fire,Cold), MezResist(Immobilized) 8.75%, MezResist(Held) 8.75%, MezResist(Stunned) 8.75%, MezResist(Sleep) 8.75%, MezResist(Terrorized) 8.75%, MezResist(Confused) 8.75%


Reactive Defenses
(Focused Senses)
  1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  35.14 HP (1.88%) HitPoints
  3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  3.75% Enhancement(EnduranceDiscount)


Shield Wall
(Hover)
  5% Resistance(Lethal), 5% Resistance(Smashing), 5% Resistance(Fire), 5% Resistance(Cold), 5% Resistance(Energy), 5% Resistance(Negative), 5% Resistance(Psionic), 5% Resistance(Toxic)


Pounding Slugfest
(Cobra Strike)
  8% (0.62 HP/sec) Regeneration
  1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  2% DamageBuff(All)


Reactive Defenses
(Evasion)
  1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  35.14 HP (1.88%) HitPoints
  3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  3.75% Enhancement(EnduranceDiscount)


Luck of the Gambler
(Evasion)
  7.5% Enhancement(RechargeTime)


Preventive Medicine
(Aid Self)
  2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  35.14 HP (1.88%) HitPoints
  3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  3.75% Enhancement(EnduranceDiscount)
  8.75% Enhancement(RechargeTime)
  GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge)


Pounding Slugfest
(Crippling Axe Kick)
  8% (0.62 HP/sec) Regeneration
  1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  2% DamageBuff(All)


Eradication
(Dragon's Tail)
  1.8% Max End
  3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
  42.17 HP (2.25%) HitPoints
  12% (0.94 HP/sec) Regeneration
  3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)


Pounding Slugfest
(Eagles Claw)
  8% (0.62 HP/sec) Regeneration
  1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  2% DamageBuff(All)


Reactive Defenses
(Maneuvers)
  1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  35.14 HP (1.88%) HitPoints (Exceeded 5 Bonus Cap)
  3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  3.75% Enhancement(EnduranceDiscount)
  8.75% Enhancement(RechargeTime)
  0% Resistance(All)


Gaussian's Synchronized Fire-Control
(Tactics)
  7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
  35.14 HP (1.88%) HitPoints (Exceeded 5 Bonus Cap)
  2.5% (0.04 End/sec) Recovery
  2.5% DamageBuff(All)
  2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)


Luck of the Gambler
(Vengeance)
  7.5% Enhancement(RechargeTime)


Performance Shifter
(Stamina)
  7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning


 

Proc Chances:

Spoiler

Thunder Kick: Might of the Tanker (4 PPM), Superior Might of the Tanker (5 PPM)

  • 4 * ((3 / ( 1 + 29.25 to 95.90 / 100 )) + 0.83) / 60 = 21.01% to 15.74% (attuned enhancements vary with Exemplar Level)
  • 5 * ((3 / ( 1 + 99.87 / 100 )) + 0.83) / 60 = 19.42%

 

Storm Kick: Gauntleted Fist (2 PPM), Superior Gauntleted Fist (3 PPM)

  • 2 * ((6 / ( 1 + 35.83 to 99.48 / 100 )) + 0.83) / 60 = 17.49% to 12.79% (attuned enhancements vary with Exemplar Level)
  • 3 * ((6 / ( 1 + 104.35 / 100 )) + 0.83) / 60 = 18.8335%

 

Warrior's Challenge: Perfect Zinger (3.5 PPM)

  • 3.5 * ((10 / ( 1 + 10 / 100 )) + 1.67) / (60 * (0.25 + 0.75 * (1 + 15 * (11 * 360 + 540) / 30,000))) = 23.36%

 

Cobra Strike: Pounding Slugfest (2.5 PPM)

  • 2.5 * ((10 / ( 1 + 21.06 / 100 )) + 1.67) / 60 = 41.38%

 

Crippling Axe Kick: Pounding Slugfest (2.5 PPM)

  • 2.5 * ((11 / ( 1 + 21.06 / 100 )) + 1.6) / 60 = 44.53%

 

Dragon's Tail: Eradication (3.5 PPM)

  • 3.5 * ((14 / ( 1 + 73.35 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 8 * (11 * 360 + 540) / 30,000))) = 29.40%

 

Eagle's Claw: Pounding Slugfest (2.5 PPM)

  • 2.5 * ((12 / ( 1 + 21.06 / 100 )) + 2.53) / 60 = 51.84%

 

Tactics: Gaussian's Synchronized Fire-Control (1 PPM)

  • 1 * 10 / (60 * (1 + 60 * (11 * 360 + 540) / 40000)) = 6.5% (Pre-clamp: 2.15%)
    • Team-1: 1 - (1 - 0.065)1 = 6.5% chance to proc every 10 seconds
    • Team-2: 1 - (1 - 0.065)2 = 12.5% chance to proc every 10 seconds
    • Team-3: 1 - (1 - 0.065)3 = 18.2% chance to proc every 10 seconds
    • Team-4: 1 - (1 - 0.065)4 = 23.5% chance to proc every 10 seconds
    • Team-5: 1 - (1 - 0.065)5 = 28.5% chance to proc every 10 seconds
    • Team-6: 1 - (1 - 0.065)6 = 33.1% chance to proc every 10 seconds
    • Team-7: 1 - (1 - 0.065)7 = 37.5% chance to proc every 10 seconds
    • Team-8: 1 - (1 - 0.065)8 = 41.5% chance to proc every 10 seconds
      • League-16: 1 - (1 - 0.065)16 = 65.8% chance to proc every 10 seconds
      • League-24: 1 - (1 - 0.065)24 = 80.0% chance to proc every 10 seconds
      • League-32: 1 - (1 - 0.065)32 = 88.3% chance to proc every 10 seconds
      • League-40: 1 - (1 - 0.065)40 = 93.20% chance to proc every 10 seconds
      • League-48: 1 - (1 - 0.065)48 = 96.03% chance to proc every 10 seconds
      • League-50: 1 - (1 - 0.065)50 = 96.53% chance to proc every 10 seconds

 

 

My build planner seems to have problems loading this build from file or from import, so just in case, here's the .mxd file and a screenshot of the build in my copy of the build planner.

 

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Tanker - Super Reflexes - Martial Arts.mxd

Edited by Redlynne
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T1 Thunder Kick … animation: 1.056s … recharge: 1.14s (base 3s)
T2 Storm Kick … animation: 1.056s … recharge: 2.25s (base 6s)
T3 Cobra Strike … animation: 1.848s … recharge: 5.3s (base 10s)
(T4) Warrior's Provocation … animation: 1.848s … recharge: 5.97s (base 10s)
(T6) Focus Chi … animation: 1.32s … recharge: 40.82s (base 90s)
T7 Crippling Axe Kick … animation: 1.848s … recharge: 5.83s (base 11s)
T8 Dragon's Tail … animation: 1.716s … recharge: 5.81s (base 14s)
T9 Eagle's Claw … animation: 2.772s … recharge: 6.36s (base 12s)
Total animation of all of the above in arcanatime = 13.464s

 

 


 


Exemplar Levels 23-29 Melee Single Target (T1 > T2 > T3 > T1 > T2 > T7)

Spoiler

Thunder Kick > Storm Kick > Cobra Strike > Thunder Kick > Storm Kick > Crippling Axe Kick … repeat
T1 Thunder Kick … animation: 1.056s … recharge: 1.19s (base 3s)
T2 Storm Kick … animation: 1.056s … recharge: 2.28s (base 6s)
T3 Cobra Strike … animation: 1.848s … recharge: 5.3s (base 10s)
T7 Crippling Axe Kick … animation: 1.848s … recharge: 5.83s (base 11s)
Total chain cycle time: 1.056+1.056+1.848+1.056+1.056+1.848 = 7.92 seconds
Total damage output: 74.82+117.6+179.1+74.82+117.6+193.7 = 757.64 over 7.92 seconds = 95.66 damage per second
Total endurance costs: 2.89+4.64+7.29+2.89+4.64+7.88 = 30.23 endurance over 7.92 seconds = 3.82 endurance per second
Damage per endurance production: 757.64/30.23 = 25.05 damage per endurance


Exemplar Levels 30-32 Melee plus PBAoE Mix (T1 > T2 > T8 > T1 > T2 > T7 > T3)

Spoiler

Thunder Kick > Storm Kick > Dragon's Tail > Thunder Kick > Storm Kick > Crippling Axe Kick > Cobra Strike … repeat
T1 Thunder Kick … animation: 1.056s … recharge: 1.18s (base 3s)
T2 Storm Kick … animation: 1.056s … recharge: 2.27s (base 6s)
T3 Cobra Strike … animation: 1.848s … recharge: 5.3s (base 10s)
T7 Crippling Axe Kick … animation: 1.848s … recharge: 5.83s (base 11s)
T8 Dragon's Tail … animation: 1.716s … recharge: 5.81s (base 14s)
Total chain cycle time: 1.056+1.056+1.716+1.056+1.056+1.848+1.848 = 9.636 seconds
Total damage output: 75.66+118.9+(102.5+21.09 per $Target, max 10)+75.66+118.9+193.7+179.1 = 885.51 damage over 9.636 seconds = 91.90 damage per second

  1. $Target: 885.51 damage over 9.636 seconds = 91.90 damage per second
  2. $Targets: 1009.10 damage over 9.636 seconds = 104.72 damage per second
  3. $Targets: 1132.69 damage over 9.636 seconds = 117.55 damage per second
  4. $Targets: 1256.28 damage over 9.636 seconds = 130.37 damage per second
  5. $Targets: 1379.87 damage over 9.636 seconds = 143.20 damage per second
  6. $Targets: 1503.46 damage over 9.636 seconds = 156.03 damage per second
  7. $Targets: 1627.05 damage over 9.636 seconds = 168.85 damage per second
  8. $Targets: 1750.64 damage over 9.636 seconds = 181.68 damage per second
  9. $Targets: 1874.23 damage over 9.636 seconds = 194.50 damage per second
  10. $Targets: 1997.82 damage over 9.636 seconds = 207.33 damage per second

Total endurance costs: 2.87+4.6+10.13+2.87+4.6+7.88+7.29 = 40.24 endurance over 9.636 seconds = 4.18 endurance per second
Damage per endurance production: 885.51/40.24 = 22.01 damage per endurance

  1. $Target: 22.01 damage per endurance
  2. $Targets: 25.08 damage per endurance
  3. $Targets: 28.15 damage per endurance
  4. $Targets: 31.22 damage per endurance
  5. $Targets: 34.29 damage per endurance
  6. $Targets: 37.36 damage per endurance
  7. $Targets: 40.43 damage per endurance
  8. $Targets: 43.50 damage per endurance
  9. $Targets: 46.58 damage per endurance
  10. $Targets: 49.65 damage per endurance

 

 


 


Exemplar Levels 33-41 Melee Single Target (T1 > T9 > T1 > T2 > T7 > T3)

Spoiler

Thunder Kick > Eagle's Claw > Thunder Kick > Storm Kick > Crippling Axe Kick > Cobra Strike … repeat
T1 Thunder Kick … animation: 1.056s … recharge: 1.15s (base 3s)
T2 Storm Kick … animation: 1.056s … recharge: 2.26s (base 6s)
T3 Cobra Strike … animation: 1.848s … recharge: 5.3s (base 10s)
T7 Crippling Axe Kick … animation: 1.848s … recharge: 5.83s (base 11s)
T9 Eagle's Claw … animation: 2.772s … recharge: 6.36s (base 12s)
Total chain cycle time: 1.056+2.772+1.056+1.056+1.848+1.848 = 9.636 seconds
Total damage output: 77.07+208.3+89.4+140.5+224.8+179.1 = 919.17 damage over 9.636 seconds = 95.39 damage per second
Total endurance costs: 2.81+8.48+2.81+4.51+7.88+7.29 = 33.78 endurance over 9.636 seconds = 3.51 endurance per second
Damage per endurance production: 919.17/33.78 = 27.21 damage per endurance


Exemplar Levels 33-41 Melee plus PBAoE Mix (T9 > T1 > T2 > T8 > T7 > T3)

Spoiler

Thunder Kick > Storm Kick > Eagle's Claw > Dragon's Tail > Crippling Axe Kick > Cobra Strike … repeat
T1 Thunder Kick … animation: 1.056s … recharge: 1.15s (base 3s)
T2 Storm Kick … animation: 1.056s … recharge: 2.26s (base 6s)
T3 Cobra Strike … animation: 1.848s … recharge: 5.3s (base 10s)
T7 Crippling Axe Kick … animation: 1.848s … recharge: 5.83s (base 11s)
T8 Dragon's Tail … animation: 1.716s … recharge: 5.81s (base 14s)
T9 Eagle's Claw … animation: 2.772s … recharge: 6.36s (base 12s)
Total chain cycle time: 2.772+1.056+1.056+1.716+1.848+1.848 = 10.296 seconds
Total damage output: 208.3+89.4+140.5+(119.8+21.09 per $Target, max 10)+193.7+179.1 = 951.89 damage over 10.296 seconds = 92.45 damage per second

  1. $Target: 951.89 damage over 10.296 seconds = 92.45 damage per second
  2. $Target: 1092.78 damage over 10.296 seconds = 106.14 damage per second
  3. $Target: 1233.67 damage over 10.296 seconds = 119.82 damage per second
  4. $Target: 1374.56 damage over 10.296 seconds = 133.50 damage per second
  5. $Target: 1515.45 damage over 10.296 seconds = 147.19 damage per second
  6. $Target: 1656.34 damage over 10.296 seconds = 160.87 damage per second
  7. $Target: 1797.23 damage over 10.296 seconds = 174.56 damage per second
  8. $Target: 1938.12 damage over 10.296 seconds = 188.24 damage per second
  9. $Target: 2079.01 damage over 10.296 seconds = 201.92 damage per second
  10. $Target: 2219.19 damage over 10.296 seconds = 215.61 damage per second

Total endurance costs: 8.48+2.81+4.51+10.13+7.88+7.29 = 41.1 endurance over 10.296 seconds = 3.99 endurance per second
Damage per endurance production: 951.89/41.1 = 23.16 damage per endurance

  1. $Target: 23.16 damage per endurance
  2. $Targets: 26.59 damage per endurance
  3. $Targets: 30.02 damage per endurance
  4. $Targets: 33.44 damage per endurance
  5. $Targets: 36.87 damage per endurance
  6. $Targets: 40.30 damage per endurance
  7. $Targets: 43.73 damage per endurance
  8. $Targets: 47.16 damage per endurance
  9. $Targets: 50.58 damage per endurance
  10. $Targets: 54.01 damage per endurance

 

 


 

 

Exemplar Levels 42-50 Melee Single Target with Assault (T1 > T2 > T3 > T1 > T2 > T7)

Spoiler

Thunder Kick > Storm Kick > Cobra Strike > Thunder Kick > Storm Kick > Crippling Axe Kick … repeat
T1 Thunder Kick … animation: 1.056s … recharge: 1.14s (base 3s)
T2 Storm Kick … animation: 1.056s … recharge: 2.25s (base 6s)
T3 Cobra Strike … animation: 1.848s … recharge: 5.3s (base 10s)
T7 Crippling Axe Kick … animation: 1.848s … recharge: 5.83s (base 11s)
Total chain cycle time: 1.056+1.056+1.848+1.056+1.056+1.848 = 7.92 seconds
Total damage output: 81.5+128.1+188.2+81.5+128.1+203.6 = 811 over 7.92 seconds = 102.40 damage per second
Total endurance costs: 2.76+4.42+7.29+2.76+4.42+7.88 = 29.53 endurance over 7.92 seconds = 3.73 endurance per second
Damage per endurance production: 811/29.53 = 27.46 damage per endurance


Exemplar Levels 42-50 Melee Single Target with Assault (T1 > T9 > T1 > T2 > T7 > T3)

Spoiler

Thunder Kick > Eagle's Claw > Thunder Kick > Storm Kick > Crippling Axe Kick > Cobra Strike … repeat
T1 Thunder Kick … animation: 1.056s … recharge: 1.14s (base 3s)
T2 Storm Kick … animation: 1.056s … recharge: 2.25s (base 6s)
T3 Cobra Strike … animation: 1.848s … recharge: 5.3s (base 10s)
T7 Crippling Axe Kick … animation: 1.848s … recharge: 5.83s (base 11s)
T9 Eagle's Claw … animation: 2.772s … recharge: 6.36s (base 12s)
Total chain cycle time: 1.056+2.772+1.056+1.056+1.848+1.848 = 9.636 seconds
Total damage output: 81.5+219+93.83+147.5+234.7+188.2 = 964.73 damage over 9.636 seconds = 100.12 damage per second
Total endurance costs: 2.76+8.48+2.76+4.42+7.88+7.29 = 33.59 endurance over 9.636 seconds = 3.49 endurance per second
Damage per endurance production: 964.73/33.59 = 28.72 damage per endurance


Exemplar Levels 42-50 Melee plus PBAoE Mix with Assault (T1 > T2 > T8 > T1 > T2 > T7 > T3)

Spoiler

Thunder Kick > Storm Kick > Dragon's Tail > Thunder Kick > Storm Kick > Crippling Axe Kick > Cobra Strike … repeat
T1 Thunder Kick … animation: 1.056s … recharge: 1.14s (base 3s)
T2 Storm Kick … animation: 1.056s … recharge: 2.25s (base 6s)
T3 Cobra Strike … animation: 1.848s … recharge: 5.3s (base 10s)
T7 Crippling Axe Kick … animation: 1.848s … recharge: 5.83s (base 11s)
T8 Dragon's Tail … animation: 1.716s … recharge: 5.81s (base 14s)
Total chain cycle time: 1.056+1.056+1.716+1.056+1.056+1.848+1.848 = 9.636 seconds
Total damage output: 81.5+128.1+(108+21.09 per $Target, max 10)+81.5+128.1+203.6+188.2 = 940.09 damage over 9.636 seconds = 97.56 damage per second

  1. $Target: 940.09 damage over 9.636 seconds = 97.56 damage per second
  2. $Targets: 1069.18 damage over 9.636 seconds = 110.96 damage per second
  3. $Targets: 1198.27 damage over 9.636 seconds = 124.35 damage per second
  4. $Targets: 1327.36 damage over 9.636 seconds = 137.75 damage per second
  5. $Targets: 1456.45 damage over 9.636 seconds = 151.15 damage per second
  6. $Targets: 1585.54 damage over 9.636 seconds = 164.54 damage per second
  7. $Targets: 1714.63 damage over 9.636 seconds = 177.94 damage per second
  8. $Targets: 1843.72 damage over 9.636 seconds = 191.34 damage per second
  9. $Targets: 1972.81 damage over 9.636 seconds = 204.73 damage per second
  10. $Targets: 2101.90 damage over 9.636 seconds = 218.13 damage per second

Total endurance costs: 2.76+4.42+10.13+2.76+4.42+7.88+7.29 = 39.66 endurance over 9.636 seconds = 4.12 endurance per second
Damage per endurance production: 940.09/39.66 = 23.70 damage per endurance

  1. $Target: 23.70 damage per endurance
  2. $Targets: 26.96 damage per endurance
  3. $Targets: 30.21 damage per endurance
  4. $Targets: 33.47 damage per endurance
  5. $Targets: 36.72 damage per endurance
  6. $Targets: 39.98 damage per endurance
  7. $Targets: 43.23 damage per endurance
  8. $Targets: 46.49 damage per endurance
  9. $Targets: 49.74 damage per endurance
  10. $Targets: 53.00 damage per endurance


Exemplar Levels 42-50 Melee plus PBAoE Mix with Assault (T9 > T1 > T2 > T8 > T7 > T3)

Spoiler

Thunder Kick > Storm Kick > Eagle's Claw > Dragon's Tail > Crippling Axe Kick > Cobra Strike … repeat
T1 Thunder Kick … animation: 1.056s … recharge: 1.14s (base 3s)
T2 Storm Kick … animation: 1.056s … recharge: 2.25s (base 6s)
T3 Cobra Strike … animation: 1.848s … recharge: 5.3s (base 10s)
T7 Crippling Axe Kick … animation: 1.848s … recharge: 5.83s (base 11s)
T8 Dragon's Tail … animation: 1.716s … recharge: 5.81s (base 14s)
T9 Eagle's Claw … animation: 2.772s … recharge: 6.36s (base 12s)
Total chain cycle time: 2.772+1.056+1.056+1.716+1.848+1.848 = 10.296 seconds
Total damage output: 219+93.83+147.5+(125.3+21.09 per $Target, max 10)+203.6+188.2 = 998.52 damage over 10.296 seconds = 96.98 damage per second

  1. $Target: 998.52 damage over 10.296 seconds = 96.98 damage per second
  2. $Target: 1144.91 damage over 10.296 seconds = 111.20 damage per second
  3. $Target: 1291.30 damage over 10.296 seconds = 125.42 damage per second
  4. $Target: 1437.69 damage over 10.296 seconds = 139.64 damage per second
  5. $Target: 1584.08 damage over 10.296 seconds = 153.85 damage per second
  6. $Target: 1730.47 damage over 10.296 seconds = 168.07 damage per second
  7. $Target: 1876.86 damage over 10.296 seconds = 182.29 damage per second
  8. $Target: 2023.25 damage over 10.296 seconds = 196.51 damage per second
  9. $Target: 2169.64 damage over 10.296 seconds = 210.73 damage per second
  10. $Target: 2316.03 damage over 10.296 seconds = 224.94 damage per second

Total endurance costs: 8.48+2.76+4.42+10.13+7.88+7.29 = 40.96 endurance over 10.296 seconds = 3.98 endurance per second
Damage per endurance production: 998.52/40.96 = 24.38 damage per endurance

  1. $Target: 24.38 damage per endurance
  2. $Targets: 27.95 damage per endurance
  3. $Targets: 31.53 damage per endurance
  4. $Targets: 35.10 damage per endurance
  5. $Targets: 38.67 damage per endurance
  6. $Targets: 42.25 damage per endurance
  7. $Targets: 45.82 damage per endurance
  8. $Targets: 49.40 damage per endurance
  9. $Targets: 52.97 damage per endurance
  10. $Targets: 56.54 damage per endurance

 

 


 

 

Melee Single Target attack chain rotations

 

Damage per second comparisons:

Spoiler

Exemplar Levels 23-29 Melee Single Target (T1 > T2 > T3 > T1 > T2 > T7) = 95.66
Exemplar Levels 33-41 Melee Single Target (T1 > T9 > T1 > T2 > T7 > T3) = 95.39
Exemplar Levels 42-50 Melee Single Target with Assault (T1 > T2 > T3 > T1 > T2 > T7) = 102.40
Exemplar Levels 42-50 Melee Single Target with Assault (T1 > T9 > T1 > T2 > T7 > T3) = 100.12

 

Endurance per second comparisons:

Spoiler

Exemplar Levels 23-29 Melee Single Target (T1 > T2 > T3 > T1 > T2 > T7) = 3.82
Exemplar Levels 33-41 Melee Single Target (T1 > T9 > T1 > T2 > T7 > T3) = 3.51
Exemplar Levels 42-50 Melee Single Target with Assault (T1 > T2 > T3 > T1 > T2 > T7) = 3.73
Exemplar Levels 42-50 Melee Single Target with Assault (T1 > T9 > T1 > T2 > T7 > T3) = 3.49

 

Damage per endurance comparisons:

Spoiler

Exemplar Levels 23-29 Melee Single Target (T1 > T2 > T3 > T1 > T2 > T7) = 25.05
Exemplar Levels 33-41 Melee Single Target (T1 > T9 > T1 > T2 > T7 > T3) = 27.21
Exemplar Levels 42-50 Melee Single Target with Assault (T1 > T2 > T3 > T1 > T2 > T7) = 27.46
Exemplar Levels 42-50 Melee Single Target with Assault (T1 > T9 > T1 > T2 > T7 > T3) = 28.72

 


Melee plus PBAoE Mix

 

Damage per second comparisons:

Spoiler

Exemplar Levels 30-32 Melee plus PBAoE Mix (T1 > T2 > T8 > T1 > T2 > T7 > T3) = 91.90 to 207.33
Exemplar Levels 33-41 Melee plus PBAoE Mix (T9 > T1 > T2 > T8 > T7 > T3) = 92.45 to 215.61
Exemplar Levels 42-50 Melee plus PBAoE Mix with Assault (T1 > T2 > T8 > T1 > T2 > T7 > T3) = 97.56 to 218.13
Exemplar Levels 42-50 Melee plus PBAoE Mix with Assault (T9 > T1 > T2 > T8 > T7 > T3) = 96.98 to 224.94

 

Endurance per second comparisons:

Spoiler

Exemplar Levels 30-32 Melee plus PBAoE Mix (T1 > T2 > T8 > T1 > T2 > T7 > T3) = 4.18
Exemplar Levels 33-41 Melee plus PBAoE Mix (T9 > T1 > T2 > T8 > T7 > T3) = 3.99
Exemplar Levels 42-50 Melee plus PBAoE Mix with Assault (T1 > T2 > T8 > T1 > T2 > T7 > T3) = 4.12
Exemplar Levels 42-50 Melee plus PBAoE Mix with Assault (T9 > T1 > T2 > T8 > T7 > T3) = 3.98

 

Damage per endurance comparisons:

Spoiler

Exemplar Levels 30-32 Melee plus PBAoE Mix (T1 > T2 > T8 > T1 > T2 > T7 > T3) = 22.01 to 49.65
Exemplar Levels 33-41 Melee plus PBAoE Mix (T9 > T1 > T2 > T8 > T7 > T3) = 23.16 to 54.01
Exemplar Levels 42-50 Melee plus PBAoE Mix with Assault (T1 > T2 > T8 > T1 > T2 > T7 > T3) = 23.70 to 53.00
Exemplar Levels 42-50 Melee plus PBAoE Mix with Assault (T9 > T1 > T2 > T8 > T7 > T3) = 24.38 to 56.54

 

 

Eagle's Claw damage buff duration:

Spoiler

T1 > T9 > T11 > T22 > T73 > T3
T9 > T11 > T22 > T83 > T7 > T3

 

Ideal timing for use of Focus Chi during repeating attack chains:

Spoiler

T1 > T2 > {T6} > T31 > T12 > T23 > T74 >> T15 > T26 > T37 > T1 > T2 > T7
T1 > T2 > T3 > T1 > T2 > {T6} > T71 >> T12 > T23 > T34 > T15 > T26 > T77
{T6} > T11 > T92 > T13 > T24 > T75 > T36
{T6} > T91 > T12 > T23 > T84 > T75 > T36

 

Edited by Redlynne
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42 minutes ago, Redlynne said:

My build planner seems to have problems loading this build from file or from import, so just in case, here's the .mxd file and a screenshot of the build in my copy of the build planner.

Loaded just fine for me in 2.6.0.7 on Windows.

 

Very solid!

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Now you have me wondering how an SR/MA tank would perform...will now have to level an SR/MA to try your build. 

 

Off topic, is Inv/MA combo worthwhile? Really like MA, and INV...want to pair them. 

Edited by lsnav0
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2 hours ago, lsnav0 said:

Off topic, is Inv/MA combo worthwhile? Really like MA, and INV...want to pair them.

I've never played invulnerability, so I'm not well versed in its foibles, quirks and limitations.

 

For Martial Arts I like everything (even the Taunt!) except Crane Kick (unless Crane Kick is slotted with KB>KD).  However, given that Cobra Strike and Crane Kick are functionally interchangeable in damage output terms for an attack chain (one stuns reliably and the other does RNGesus knockback), on balance I'd say that Cobra Strike "wins" and Crane Kick becomes redundant.  You can check my math on the attack chains in order to see why I make that assertion.

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15 hours ago, Redlynne said:

How so?

Do tell ...

 I am pretty anti-melee these days. Back on Live I ran scrappers, tankers as well as ranged toons, but since I got back, I hate 1) not having anything to really offer a team other than damage (ie, blasters, scrappers, stalkers) and 2) I hate being jostled in melee, fighting to get to a target only to have it dead due to ranged attacks, etc. My reflexes ain't what they used to be thirty years ago.

 

Once I examined SR through your post and got my interest renewed (as Tankers are essentially melee controllers), and got to wondering how its cousin Shield might fare, and low-and-behold, Shield was just as competitive but also offered some hp increases and resists, plus a damage boost and an AOE attack to help round out damage. It lacks vs SR in the DDR, but such is life. But it did get me out of the box I put Tankers in (I haven't had a tanker for years, since Live and 2) it made me consider the benefits of NOGETHITSU!

 

I also had not examined Martial Arts since my old, old, old Issue 2 scrapper (MA/SR). I had no idea that Storm Kick had been buffed for Tankers with +DEF, and that really made all the difference in the world to filling the last bits to iCap. Super easy, actually. 

 

The pair work very well together for me. I get some boosts to AoE, solid defenses, decent resists, -Foe Damage debuff, hit point increases (IIRC i'm sitting at over 3,000 hp with my accolades), boosts to team Defense, solid aggro control / taunting, and a damage boost. I was initially leery of any set that did not include a heal, but while I added Aid Self, I find I rarely need it. I've tanked almost everything except for Lord Recluse, and normally difficult mobs (ie, Crimson Prototype) were not very worrisome at all. And with any mob that does not bypass Defense armors, the character is virtually immortal. What little damage gets through is usually patched up via regen and occasional spot heal. 

 

That was my 2 Inf.  But I do owe even the desire to create and level the character up to your initial thread 🙂

Edited by Force Redux
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I just went in and checked my numbers for Omega Warrior:

 

50% Melee Defense (60% with Storm Kick)

49% Ranged Defense (59% with Storm Kick)

47% AoE Defense (57% with Storm Kick)

66% Defense Debuff Resistance

48% Smash/lethal Resistance

~ 34% Resistance for E/N/F/C (11% for Psi, its my hole)

    These resistance numbers increase up to about 16% extra when my ATO Proc goes off in Storm Kick, which is my defensive spam ability)

    Likewise, Storm Kick also has the ATO Absorb Proc in it 

3,016 hit points

Regeneration is about 33 hp per second

Recovery is about 3.95 End per second. I have conserve power for when its needed, but its generally not except for rare occasions - END use is well under control. 

 

This is without any expensive Purple Sets, though I do have a few a couple of ATOs, and some of the pricier PvP procs, such as Gladiator's and so forth. The build probably cost~ 150 to 200 million, and while I could probably squeeze out a bit more performance, its not necessary to go that route. 

 

Alpha: Vigor Partial Core

Interface: Paralytic Total Radial (helps keep damage debuffed)

Edited by Force Redux
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9 hours ago, Force Redux said:

 I am pretty anti-melee these days. Back on Live I ran scrappers, tankers as well as ranged toons, but since I got back, I hate 1) not having anything to really offer a team other than damage (ie, blasters, scrappers, stalkers) and 2) I hate being jostled in melee, fighting to get to a target only to have it dead due to ranged attacks, etc. My reflexes ain't what they used to be thirty years ago.

 

Once I examined SR through your post and got my interest renewed (as Tankers are essentially melee controllers), and got to wondering how its cousin Shield might fare, and low-and-behold, Shield was just as competitive but also offered some hp increases and resists, plus a damage boost and an AOE attack to help round out damage. It lacks vs SR in the DDR, but such is life. But it did get me out of the box I put Tankers in (I haven't had a tanker for years, since Live and 2) it made me consider the benefits of NOGETHITSU!

 

I also had not examined Martial Arts since my old, old, old Issue 2 scrapper (MA/SR). I had no idea that Storm Kick had been buffed for Tankers with +DEF, and that really made all the difference in the world to filling the last bits to iCap. Super easy, actually. 

 

The pair work very well together for me. I get some boosts to AoE, solid defenses, decent resists, hit point increases (IIRC i'm sitting at over 3,000 hp with my accolades), boosts to team Defense, solid aggro control / taunting, and a damage boost. I was initially leery of any set that did not include a heal, but while I added Aid Self, I find I rarely need it. I've tanked almost everything except for Lord Recluse, and normally difficult mobs (ie, Crimson Prototype) were not very worrisome at all. And with any mob that does not bypass Defense armors, the character is virtually immortal. What little damage gets through is usually patched up via regen and occasional spot heal. 

 

That was my 2 Inf.  But I do owe even the desire to create and level the character up to your initial thread 🙂

And THIS ... THIS is why I go to all of the effort of writing my WALL OF TEXT CRITS YOU!!! posts for my builds.

 

Even if you don't want to play the exact build that I specify, if my build post(s) INSPIRE YOU to take my discoveries and then cross-pollinate them into your own build(s) ... I consider myself well rewarded for all the agonizing and effort I put into writing up my build(s) and posting them in the forums.  THIS is why I post my builds and explain what I'm doing in them to the extent that I do.

 

And the best part is ... sometimes other people go on to make even more discoveries ... and by doing so (and sharing those discoveries), we ALL become "richer" in both knowledge and understanding of the possibilities within the game, and "how" people want to play and engage within it.

 

Thank you.

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The +damage buff of Eagle's Claw is affected by the Beta's current nerf to +damage for tankers.  Pending changes to that still to be seen, it will be interesting to see how that affects the attack chain calculations once the new Beta tweaks happen.

 

For reference, the Beta buff is currently +24.75% vs +33% current live.

 

I was toying with EC-SK-TK-CAK-SK as a chain in the builder and coming out about the same ST DPS as SK-CAK-SK-CS, with more AoE DPS on the 1st thanks to the EC damage buff.  Once they partially un-nerf the +damage on Beta, I'll toy with it again.  Currently, I'm basically matching my /Fire DPS calculations with either which is quite surprising to me as /Fire is just damage and no other effects.

Edited by Caulderone
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5 hours ago, Caulderone said:

The +damage buff of Eagle's Claw is affected by the Beta's current nerf to +damage for tankers.  Pending changes to that still to be seen, it will be interesting to see how that affects the attack chain calculations once the new Beta tweaks happen.

 

For reference, the Beta buff is currently +24.75% vs +33% current live.

I looked in (briefly) on the proposed Tanker changes on test months ago (like late summer), said my bit on my perspective (mainly on Bruising being something of a wildcard factor in team performance, since more people than just your Tanker can take advantage of it) and just left the issue in my rear view mirror.  Which is a long way of saying I haven't been paying attention to anything happening over there for some time now.  IF the changes go live, I'll worry about them then.

5 hours ago, Caulderone said:

I was toying with EC-SK-TK-CAK-SK as a chain in the builder and coming out about the same ST DPS as SK-CAK-SK-CS, with more AoE DPS on the 1st thanks to the EC damage buff.

That mirrors my experience in theorycrafting this specific build (although the details of what we're doing are slightly different).  The thing that I found surprising was that using Eagle's Claw "correctly" wound up being essentially "on par" with the alternative(s) as far as damage per second production ... but managing to do so at a lower endurance cost thanks to the damage buff.  The damage buff meant that if the damage output was essentially a wash/at par with the alternative that the endurance it cost to do that was less because you were producing damage "more efficiently" in damage per endurance terms.

 

The other difference of course is in the timing of the attack chains.  Eagle's Claw in chains tends to make the entirety of the attack chain move up towards around 10s (your EC-SK-TK-CAK-SK chain is 7.788s for example) ... while attack chains lacking Eagle's Claw tend to cycle MUCH faster due to the reduced animation time (your SK-CAK-SK-CS chain is 5.808s) and therefore "feel" more responsive, due to doing more clicks in less time.  The other benefit is that by using only 3 powers instead of 4 you need to spend fewer slots enhancing attack powers and can invest those "liberated" slots elsewhere in the build to support other priorities.

 

So for Tankers at least, it's looking like Eagle's Claw doesn't increase "damage per animation second" all that much, but it does improve "damage per endurance spent" relative to the alternative option(s), meaning it's doing something that most people don't really care about or pay all that much attention to ... so no wonder it's poorly understood in the broader sense of how Eagle's Claw synergizes within the holistic entirety of a build.

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Ok, I have played with modifying my SR/Fire build into /MA a lot and can confirm that, with a bit of modification, it works out mostly the same.  I think I had to sacrifice like 1.5% E/N resists.  So, just as another data point or alternative, I am going to include it here.  I had already sent a copy to Redlynne via PM in answer to another thread.  Since it can be converted to /MA (and others) and doesn't use the Medicine pool heals, going for survival via other methods, I figured it would be good for having alternatives and options for anyone interested.

 

Notes:  This build tries to hit incarnate softcap, max resistances evenly across the board (to max viability across all enemy groups), and then tries to get as much regen as possible.  The point is to max out the scaling resists SR/ provides as HP gets below 60% and become more and more unkillable as HP drops.  This was discussed a bit in this post:

 

Now, I built three tiers of the build for exemplar purposes, level 1-21, level 22-32, and level 33-50.  So, the way I built for exemping to lower levels is a bit different than Redlynne's and requires using all 3 builds available once Incarnated.  But, since I don't PvP, what else am I going to use them for?

 

Here is the level 33-50 build, which has been changed/tweaked since that above thread, and I'll attach all 3 tiers, too.

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Natural Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Fiery Melee
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Focused Fighting -- GifoftheA-Def/EndRdx:36(A), GifoftheA-Def/Rchg:36(23), GifoftheA-EndRdx/Rchg:36(25), GifoftheA-Def/EndRdx/Rchg:36(25), GifoftheA-Def:36(27), GifoftheA-Run+:36(27)
Level 1: Scorch -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(3), SprMghoft-Acc/Dmg/Rchg:50(3), SprMghoft-Dmg/EndRdx/Rchg:50(5), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(7), SprMghoft-Rchg/Res%:50(9)
Level 2: Fire Sword -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(9), SprBlsCol-Acc/Dmg/EndRdx:50(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(11)
Level 4: Combustion -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(5), SprGntFis-Acc/Dmg/Rchg:50(13), SprGntFis-Dmg/EndRdx/Rchg:50(13), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(15), SprGntFis-Rchg/+Absorb:50(15)
Level 6: Focused Senses -- GifoftheA-Run+:36(A), GifoftheA-Def:36(7), GifoftheA-Def/EndRdx/Rchg:36(17), GifoftheA-Def/EndRdx:36(33), GifoftheA-Def/Rchg:36(33), GifoftheA-EndRdx/Rchg:36(33)
Level 8: Dodge -- LucoftheG-Def/Rchg+:36(A)
Level 10: Agile -- LucoftheG-Def/Rchg+:36(A), LucoftheG-Def:36(34)
Level 12: Evasion -- GifoftheA-Run+:36(A), GifoftheA-Def/EndRdx:36(34), GifoftheA-Def/Rchg:36(37), GifoftheA-EndRdx/Rchg:36(39), GifoftheA-Def/EndRdx/Rchg:36(40), GifoftheA-Def:36(40)
Level 14: Practiced Brawler -- RechRdx-I:15(A)
Level 16: Fly -- WntGif-ResSlow:10(A)
Level 18: Lucky -- LucoftheG-Def/Rchg+:36(A), LucoftheG-Def:36(34)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:10(40), ImpSki-Status:10(42), UnbGrd-ResDam/EndRdx:36(42), UnbGrd-ResDam:36(42), UnbGrd-Max HP%:36(45)
Level 24: Weave -- GifoftheA-Def:36(A), GifoftheA-Def/EndRdx:36(43), GifoftheA-Def/Rchg:36(43), GifoftheA-EndRdx/Rchg:36(43), GifoftheA-Def/EndRdx/Rchg:36(45), GifoftheA-Run+:36(45)
Level 26: Quickness -- Run-I:50(A)
Level 28: Fire Sword Circle -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(29), Arm-Acc/Dmg/Rchg:50(29), Arm-Acc/Rchg:50(31), Arm-Dmg/EndRdx:50(31), Arm-Dam%:50(31)
Level 30: Build Up -- AdjTrg-ToHit/Rchg:36(A), AdjTrg-EndRdx/Rchg:36(46), AdjTrg-Rchg:50(46)
Level 32: Combat Jumping -- GifoftheA-Def/EndRdx:36(A), GifoftheA-Def/Rchg:36(46), GifoftheA-EndRdx/Rchg:36(48), GifoftheA-Def/EndRdx/Rchg:36(48), GifoftheA-Def:36(48), GifoftheA-Run+:36(50)
Level 35: Incinerate -- Hct-Dmg:50(A), Hct-Dmg/Rchg:50(36), Hct-Acc/Dmg/Rchg:50(36), Hct-Acc/Rchg:50(36), Hct-Dmg/EndRdx:50(37), Hct-Dam%:50(37)
Level 38: Focused Accuracy -- AdjTrg-ToHit/EndRdx/Rchg:36(A), AdjTrg-EndRdx/Rchg:36(39), AdjTrg-ToHit/EndRdx:36(39)
Level 41: Physical Perfection -- RgnTss-Regen+:10(A)
Level 44: Hover -- Rct-ResDam%:20(A)
Level 47: Afterburner -- BlsoftheZ-Travel:50(A), BlsoftheZ-Travel/EndRdx:50(50), BlsoftheZ-ResKB:10(50)
Level 49: Grant Invisibility -- ShlWal-ResDam/Re TP:10(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 -- Qck-EndRdx/RunSpd:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Pnc-Heal/+End:36(A), NmnCnv-Regen/Rcvry+:36(17), Mrc-Rcvry+:36(19), Prv-Absorb%:36(19), Prv-Heal:50(21), Prv-Heal/Rchg:36(21)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- PrfShf-EndMod:50(A), PrfShf-End%:21(23)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Core Paragon
Level 50: Degenerative Core Flawless Interface
Level 50: Assault Radial Embodiment
------------

 

 

 

The only real hole is End Drain and Recovery debuff.  Ageless Radial fills that hole (at 45+ anyway).  I didn't save it in the build, but Void Radial would be my Judgement (-50% damage to enemies is sweet) and having Rebirth Radial to swap with Ageless would be nice, too.

 

Edit:  Figured I should add what the scaling resists (+scaling resist IO) adds up to.  It would help show what I mean.

The following figures are at 30% HP remaining (~744HP) and one stack of SMotT.

S/L = 87.29% (now you have to hit me, still capped defense [DDR], and hit me for over 5750+ damage to blick me)

F/C = 84.85% (4900+)

E/N = 82.6%  (4250+)

T/P = 60.1%  (1850+)

 

edit2:  Anything that is level 50 is Attuned.

 

Late Edit:  Figured I would drop in a more up to date version for any late arrivers.

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Natural Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Fiery Melee
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Focused Fighting -- GifoftheA-Def/EndRdx:36(A), GifoftheA-Def/Rchg:36(23), GifoftheA-EndRdx/Rchg:36(25), GifoftheA-Def/EndRdx/Rchg:36(25), GifoftheA-Def:36(27), GifoftheA-Run+:36(27)
Level 1: Scorch -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(3), SprMghoft-Acc/Dmg/Rchg:50(3), SprMghoft-Dmg/EndRdx/Rchg:50(5), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(7), SprMghoft-Rchg/Res%:50(9)
Level 2: Fire Sword -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(9), SprBlsCol-Acc/Dmg/EndRdx:50(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(11)
Level 4: Combustion -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(5), SprGntFis-Acc/Dmg/Rchg:50(13), SprGntFis-Dmg/EndRdx/Rchg:50(13), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(15), SprGntFis-Rchg/+Absorb:50(15)
Level 6: Focused Senses -- GifoftheA-Run+:36(A), GifoftheA-Def:36(7), GifoftheA-Def/EndRdx/Rchg:36(17), GifoftheA-Def/EndRdx:36(33), GifoftheA-Def/Rchg:36(33), GifoftheA-EndRdx/Rchg:36(33)
Level 8: Dodge -- LucoftheG-Def/Rchg+:36(A)
Level 10: Agile -- LucoftheG-Def/Rchg+:36(A), LucoftheG-Def:36(34)
Level 12: Evasion -- GifoftheA-Run+:36(A), GifoftheA-Def/EndRdx:36(34), GifoftheA-Def/Rchg:36(37), GifoftheA-EndRdx/Rchg:36(39), GifoftheA-Def/EndRdx/Rchg:36(40), GifoftheA-Def:36(40)
Level 14: Practiced Brawler -- RechRdx-I:15(A)
Level 16: Fly -- WntGif-ResSlow:10(A)
Level 18: Lucky -- LucoftheG-Def/Rchg+:36(A), LucoftheG-Def:36(34)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:10(40), ImpSki-Status:10(42), UnbGrd-ResDam/EndRdx:36(42), UnbGrd-ResDam:36(42), UnbGrd-Max HP%:36(45)
Level 24: Weave -- GifoftheA-Def:36(A), GifoftheA-Def/EndRdx:36(43), GifoftheA-Def/Rchg:36(43), GifoftheA-EndRdx/Rchg:36(43), GifoftheA-Def/EndRdx/Rchg:36(45), GifoftheA-Run+:36(45)
Level 26: Quickness -- Run-I:50(A)
Level 28: Fire Sword Circle -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(29), Arm-Acc/Dmg/Rchg:50(29), Arm-Acc/Rchg:50(31), Arm-Dmg/EndRdx:50(31), Arm-Dam%:50(31)
Level 30: Build Up -- AdjTrg-ToHit/Rchg:36(A), AdjTrg-EndRdx/Rchg:36(46), AdjTrg-Rchg:50(46)
Level 32: Combat Jumping -- GifoftheA-Def/EndRdx:36(A), GifoftheA-Def/Rchg:36(46), GifoftheA-EndRdx/Rchg:36(48), GifoftheA-Def/EndRdx/Rchg:36(48), GifoftheA-Def:36(48), GifoftheA-Run+:36(50)
Level 35: Incinerate -- Hct-Dmg:50(A), Hct-Dmg/Rchg:50(36), Hct-Acc/Dmg/Rchg:50(36), Hct-Acc/Rchg:50(36), Hct-Dmg/EndRdx:50(37), Hct-Dam%:50(37)
Level 38: Focused Accuracy -- AdjTrg-ToHit/EndRdx/Rchg:36(A), AdjTrg-EndRdx/Rchg:36(39), AdjTrg-ToHit/EndRdx:36(39)
Level 41: Physical Perfection -- RgnTss-Regen+:10(A)
Level 44: Hover -- Rct-ResDam%:20(A)
Level 47: Afterburner -- BlsoftheZ-Travel:50(A), BlsoftheZ-Travel/EndRdx:50(50), BlsoftheZ-ResKB:10(50)
Level 49: Grant Invisibility -- ShlWal-ResDam/Re TP:10(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 -- Qck-EndRdx/RunSpd:50(A)
Level 2: Rest -- IntRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Pnc-Heal/+End:36(A), NmnCnv-Regen/Rcvry+:36(17), Mrc-Rcvry+:36(19), Prv-Absorb%:36(19), Prv-Heal:50(21)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- PrfShf-EndMod:50(A), PrfShf-End%:21(21), PwrTrns-+Heal:21(23)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Core Paragon
Level 50: Degenerative Core Flawless Interface
Level 50: Assault Core Embodiment
Level 50: Void Radial Final Judgement
Level 50: Ageless Radial Epiphany
------------

Caulderone_33_50.mxd Caulderone_exemp1_21.mxd Caulderone_exemp22_32.mxd

Edited by Caulderone
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  • 1 month later

This my current draft of my Super Reflexes/ Staff tanker. I'm thinking of dropping Field Medic and picking up flight. I haven't figured out how to hit 59% defense Ranged and AoE yet. I get up to 57% with Agility or Nerve. I'm waffling about taking a recharge slot of out practiced brawler, putting it in School of Sharks and swapping Overwhelming Force for Superior Frozen Blast, but I'm a little worried about exemplaring below level 22 if I do that.

 

Edit: I suppose that, if I can make it through Dark Astoria, Blessing of Tikkealu is a 2% defense boost with more than an 80 hour duration. It's not great to rely on a temporary power, but it's there.

 

Pelagic Pallas - Tanker (Super Reflexes).mxd

Edited by Major_Decoy
Because I remembered the reward for finishing the Dark Astoria Arcs
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28 minutes ago, Major_Decoy said:

I'm a little worried about exemplaring below level 22 if I do that.

You only "need" 59% Defense against Incarnate content.  Against most everything else in the game, 45% Defense will suffice (except in situations where Defense is rendered meaningless).  In other words, I wouldn't be too worried about falling below 59% Defense for Exemplar Levels 1-21 all that much.

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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Okay, so, after playing with Aid Self for a bit, I got annoyed with it. Maybe I just haven't played enough time with aid self, so I just haven't learned how to use it, but I revised my build to the following:

 

It drops the medicine pool and the leaping pool and picks up sorcery and maneuvers. Rune of Protection becomes a robust on a recharge timer, and Spirit Ward is an excellent mule for Preventive Medicine: Absorb. (The other option I looked at was trading the medicine pool and travel power for Force of Will)

Pelagic Pallas - Tanker (Super Reflexes).mxd

Edited by Major_Decoy
Edit: Slotting in Stamina is a placeholder for the Power Transfer set on test. Another heal!
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SR/MA can soft cap without any IOs/Maneuvers/Weave if memory serves correctly.  the trick to Aid Self is 2x 50+4 Interrupt IOs.  That will put you at the ED cap and should make you be able to fire it off as much as needed.  So, since you can soft cap without IOs, you should focus on resist and recharge, since that's your weak point.

What this team needs is more Defenders

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I'm currently leveling a SR/MA Tank following Redlynne's plan. Level 38 now, and I'm liking so far. Of course, I suffer from a (common) deadly duality: altitis and reading these forums too much. I have in mind to open Mids Reborn and start tinkering, using the No Get Hitsu plan as a base to see how far I can get in crafting a Street Justice/Super Reflexes Scrapper that will (hopefully) have close to the same numbers (maybe not possible because of the differences in starting numbers between Tanker and Scrapper). But first, I suppose I should check the Scrapper forums to see if anybody is already ahead of me in that pursuit...

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10 hours ago, tripthicket said:

I'm currently leveling a SR/MA Tank following Redlynne's plan. Level 38 now, and I'm liking so far. Of course, I suffer from a (common) deadly duality: altitis and reading these forums too much. I have in mind to open Mids Reborn and start tinkering, using the No Get Hitsu plan as a base to see how far I can get in crafting a Street Justice/Super Reflexes Scrapper that will (hopefully) have close to the same numbers (maybe not possible because of the differences in starting numbers between Tanker and Scrapper). But first, I suppose I should check the Scrapper forums to see if anybody is already ahead of me in that pursuit...

There's an update ...  😎

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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