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Make Me A Tanker Main!


Saikochoro

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Hi Tankers!

 

I have decided that I want to make a tanker and get it to 50. I never played a tanker on live. Both on live and on HC so far I live and breathe brutes, scrappers, and stalkers. I’d like a change of pace and maybe even to become a tanker main. 

 

I’ve been prowling the tanker forums for a bit and have read up on some discussions that have helped, but I want to ask some advice again that is a bit more tailored to me. 

 

I want some advice on a great primary and secondary to choose with a few caveats:

 

  • As my background suggests, I am a damage junky. However, as a tanker I don’t want my addiction to damage to detract from my role. As such, I am thinking of ruling out bio armor because I’d be too tempted to just stay in offensive mode all the time. If it’s truly just an outstanding set anyway I will still consider it though.

 

  • I’d like a good mix of single target and AoE damage. But if I had to choose, I’d choose aoe over single target. Especially given the recent tanker changes. 

 

  • I don’t have a ton of influence and even less time. So, I’m not going to have a top tier IO build. I understand I won’t have as good of performance as one with large investment in IOs and I’m okay with that. I’d like to know a good primary with minimal investment (generic IOs), but that can scale well if I do decide to invest a lot after the fact.

 

  • Most importantly - I want it to be hella fun on the journey to 50 as well as beyond. And for it to be a good team player the whole time. 

 

P.S. I’m also ruling out spines as a secondary. I just don’t have fun with spines. 

 

Thank you all in advance!

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There are certain sets that can be relatively sturdy tanks with basic IO's like invul/stone/super reflexes but they don't add to your MOAR dmg wish. Maybe something like Rad/Rad could work for you as the resist base set has some nice regen/heal plus additional AOE and the contaminated mechanic can increase dps. Shield defense gets a +dmg toggle and a nice AOE like, SS gets the rage dmg buff so maybe that combo could work well. You've got some great options!

 

There are some super knowledgeable tanker players around here that will surely weigh in on this shortly so hang tight!

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Thanks for the info. 
 

I had been considering both invulnerability and shield a lot since they have been mentioned a ton in other threads. But I wasn’t sure how they fair without huge investments.  I also know that shield limits secondaries a little. What about something like willpower? I read that it’s taunt isn’t great, but was that fixed with the tanker changes?
 

I was actually trying to steer clear of my MOAR damage mindset. I mean if a primary has damage bonuses that’s cool and all, but I don’t want to lose focus by seeking for more damage. Hence my bio armor example. I know it gets an offensive adaptation, and I’d be too tempted to always use it even if I’m better off in defensive or efficient as a tanker. So to reduce my temptation of seeking damage I figured I’d just rule out the set.  Unless it’s just too good to give up. 
 

I hope that made that caveat more clear. 

Edited by Saikochoro
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Quote

 Hi Tankers!

 

I have decided that I want to make a tanker and get it to 50. I never played a tanker on live. Both on live and on HC so far I live and breathe brutes, scrappers, and stalkers. I’d like a change of pace and maybe even to become a tanker main.

 

I’ve been prowling the tanker forums for a bit and have read up on some discussions that have helped, but I want to ask some advice again that is a bit more tailored to me.

 

I want some advice on a great primary and secondary to choose with a few caveats:

 

    As my background suggests, I am a damage junky. However, as a tanker I don’t want my addiction to damage to detract from my role. As such, I am thinking of ruling out bio armor because I’d be too tempted to just stay in offensive mode all the time. If it’s truly just an outstanding set anyway I will still consider it though.

 

    I’d like a good mix of single target and AoE damage. But if I had to choose, I’d choose aoe over single target. Especially given the recent tanker changes.

 

    I don’t have a ton of influence and even less time. So, I’m not going to have a top tier IO build. I understand I won’t have as good of performance as one with large investment in IOs and I’m okay with that. I’d like to know a good primary with minimal investment (generic IOs), but that can scale well if I do decide to invest a lot after the fact.

 

    Most importantly - I want it to be hella fun on the journey to 50 as well as beyond. And for it to be a good team player the whole time.

 

P.S. I’m also ruling out spines as a secondar



Sorry, text was all white.

If you're looking for minimal investment, I'd suggest Shield.

You only really need 2 specific IOs (the 3% defense boosts).
Everything else is just "Nice to have".

EVERYTHING else can be generic IOs if you want.
Though I'd recommend the Tanker ATIO sets at a minimum.

This'll get you a tanker operating at basic Defense cap (not incarnate cap).

This'll limit your choices to one-handed secondaries.  But that's still a lot of choice.

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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That’s good to know about shield. I somehow got the impression that it was an expensive set to make decent. But, if that’s not the case then shield defense seems to definitely be a front runner.  Though I’m still open to other primaries. 
 

What secondaries do you like having with shield?

 

 

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I've been enjoying my fire/fire, and back on live I got one into his thirties (forties maybe?) pretty easily w/o IO's.  (And he was a blast to play!)  If you're a damage junkie, the combination of damage aura's and AOE's are practically made to order for you.  I've been mostly soloing here on Homecoming, but back in the OG days he did pretty well on teams...  Again, the combo of damage auras and AOE's works well to keep the bad guys attention on you.

In my experience on Homecoming (with it's emphasis on steamroller tactics and relative devaluation of tactical play), most teams put a premium on your ability to bring the pain more than on your ability to hold the attention of the mobs.

Edited by Doc_Scorpion

Unofficial Homecoming Wiki - Paragon Wiki updated for Homecoming!  Your contributions are welcome!
(Not the owner/operator - just a fan who wants to spread the word.)

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I 100% agree with Hyperstrike. Shield does not take much investment and you can:

1) softcap all your defenses,

 

2) you can provide support to teammates with 20.75% defense (assuming 2 lvl 50 IOs in each),

 

3) you get ok resistances (22.5% for F/C/E/N/T, assuming 2 lvl 50 IOs, and 44.9% for S/L, assuming 2 lvl 50 IOs and you have tough)

 

4) you get a T9 god mode that doesnt have a crash kills you

 

5) amd you get +dmg from your taunt aura and a PBAoE attack.

 

All those numbers assume exactly what Hyperstrike said, you have the two +3% defense IOs, and the rest generic. With some moderate investment you can hit some great numbers.

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                       

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As for Melee paired with Shield, you might give Savage Melee a try. Could be fun having two attacks that are teleport AoEs (shield charge and Savage leap) .

 

Also, Super strength pairs well with Shield. Lots of knockdown and knock up soft control, and it hits like a truck when rage is active.


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                       

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Here's a mostly-generic'ed Shield-Fire.

Participate in Ship Raids if you're low on cash.


 

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

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Fiery Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Deflection -- DefBuff-I:50(A), DefBuff-I:50(3), ResDam-I:50(3), ResDam-I:50(5), EndRdx-I:50(5), StdPrt-ResDam/Def+:30(7)
Level 1: Scorch -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(7), SprMghoft-Acc/Dmg/Rchg:50(9), SprMghoft-Dmg/EndRdx/Rchg:50(9), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(11), SprMghoft-Rchg/Res%:50(11)
Level 2: Battle Agility -- DefBuff-I:50(A), DefBuff-I:50(13), EndRdx-I:50(13)
Level 4: Combustion -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(19), SprGntFis-Acc/Dmg/Rchg:50(19), SprGntFis-Dmg/EndRdx/Rchg:50(21), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(21), SprGntFis-Rchg/+Absorb:50(23)
Level 6: True Grit -- GldArm-3defTpProc:50(A), Heal-I:50(23), Heal-I:50(25), ResDam-I:50(25), ResDam-I:50(27)
Level 8: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(27)
Level 10: Taunt -- PrfZng-Dam%:50(A)
Level 12: Against All Odds -- EndRdx-I:50(A)
Level 14: Kick -- FrcFdb-Rechg%:50(A)
Level 16: Breath of Fire -- Acc-I:50(A), Acc-I:50(29), Dmg-I:50(29), Dmg-I:50(31), EndRdx-I:50(31), RechRdx-I:50(31)
Level 18: Phalanx Fighting -- DefBuff-I:50(A), DefBuff-I:50(33)
Level 20: Grant Cover -- DefBuff-I:50(A), EndRdx-I:50(33)
Level 22: Tough -- ResDam-I:50(A), ResDam-I:50(33), EndRdx-I:50(34)
Level 24: Weave -- DefBuff-I:50(A), DefBuff-I:50(34), EndRdx-I:50(34)
Level 26: Shield Charge -- Acc-I:50(A), Acc-I:50(36), Dmg-I:50(36), Dmg-I:50(36), EndRdx-I:50(37), RechRdx-I:50(37)
Level 28: Fire Sword Circle -- Acc-I:50(A), Acc-I:50(37), Dmg-I:50(39), Dmg-I:50(39), EndRdx-I:50(39), RechRdx-I:50(40)
Level 30: Combat Jumping -- DefBuff-I:50(A), EndRdx-I:50(40), DefBuff-I:50(40)
Level 32: Hover -- DefBuff-I:50(A), EndRdx-I:50(42), DefBuff-I:50(42)
Level 35: Incinerate -- Acc-I:50(A), Acc-I:50(42), Dmg-I:50(43), Dmg-I:50(43), EndRdx-I:50(43), RechRdx-I:50(45)
Level 38: Greater Fire Sword -- Acc-I:50(A), Acc-I:50(45), Dmg-I:50(45), Dmg-I:50(46), EndRdx-I:50(46), RechRdx-I:50(46)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48)
Level 44: Char -- Acc-I:50(A), Acc-I:50(48), Dmg-I:50(48), Dmg-I:50(50), EndRdx-I:50(50), RechRdx-I:50(50)
Level 47: Fly -- Flight-I:50(A)
Level 49: Afterburner -- EndRdx-I:50(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:50(A), NmnCnv-Regen/Rcvry+:50(15), Mrc-Rcvry+:40(15)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(17), EndMod-I:50(17)
Level 50: Cardiac Core Paragon
------------

 

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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18 minutes ago, Saikochoro said:

That’s good to know about shield. I somehow got the impression that it was an expensive set to make decent. But, if that’s not the case then shield defense seems to definitely be a front runner.  Though I’m still open to other primaries. 
 

What secondaries do you like having with shield?

 

 

It's expensive to make unkillable, but then again everything is.

 

Shield is one of the best for cheap with common iOS or even Sos.

 

However if you could raise around 300-400 mil you could have a near top shelf budget IO Set build that would still be pretty darn unkillable.

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Tankers get much better numbers for def and resist scale so armors that are expensive to make tough on brutes and scrappers aren't bad at all on Tankers. 

 

Damage as mentioned Shield, Fire

 

Also Bio.  Bio is great for damage, is flexible, and with Tanker numbers much easier to make durable.  

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In my basic Invuln guide I laid out a softcapped S/L build that should be pretty light on the wallet along with more high end builds.  The cheap build will soft cap your S/L and give you good survivability but it will make some tradeoffs for price.  It'll likely be tougher for low investment than most other sets but Invuln doesn't lend itself to extra damage, it just leads to extreme durability. 

 

The advice on Shield is good, and having played a Shield/Fire tanker to 50 on Live I can attest that it's a great combination, and likely up there as far as high damage tanker combinations thanks to Against All Odds and Shield Charge.  It won't be as tough as Invuln until you goose it with a fair IO build but it should be tough enough with minimal expense.  At a minimum I'd try to get the Miracle +recovery, Numina +regen/recovery, Steadfast +3% def, Gladiator's Armor +3% defense and probably Shield Wall +5% res.  You'll appreciate the increased recovery and the +def uniques will help out a bunch.  Those slotting recommendations really apply to most any tanker you may roll up.

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

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4 minutes ago, Saikochoro said:

I’m leaning towards shield with the replies thus far.  How does electric melee pair with it?  I know it’s supposed to be a pretty popular pairing with scrappers, but haven’t tried it out. I do like the animations though. 

Having only played the Stalker version I'll say it's a fantastic minion/LT killer but without the Stalker's Assassin Strike it'll be lower ST damage.  Great AOE, only mediocre ST damage.  My Elec/Shield Stalker is, by FAR, my highest damage character.  You'll want to think about some recharge bonuses because your big spawn killing combination will be Shield Charge/Lightning Rod/Fireball (Pyre APP)/Chain Lightning.  Even with Tanker numbers it should make a noticeable dent in the baddie population.  My Stalker gets the two big TP nukes back in 25 seconds so they're available every other spawn when I'm farming +3 x 8.

 

You'll feel like a god against minions & LT's but Bosses will take a few hits to drop. 

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

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10 minutes ago, Saikochoro said:

I’m leaning towards shield with the replies thus far.  How does electric melee pair with it?  I know it’s supposed to be a pretty popular pairing with scrappers, but haven’t tried it out. I do like the animations though. 

Will be awesome with the upcoming changes. 

 

And if lightning rod doesn't put a smile on your face, probably playing the wrong game.

 

I'd suggest looking into how to set up binds to turn your telenukes from location based to target based.  Big QOL improvement imo.

 

 

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26 minutes ago, Haijinx said:

I'd suggest looking into how to set up binds to turn your telenukes from location based to target based.  Big QOL improvement imo.

ABSOLUTELY.  This was one of the biggest improvements in my attack chain.  I use the following:

/bind button4 "powexec_location target Lightning Rod"

/bind button5 "powexec_location target Shield Charge"

 

Button 5 on your mouse will shield charge at your targeted mob, button 4 will Lightning Rod on your targeted mob.  Soooo much easier than having to click a ground location.

  • Thanks 2

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

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I have an SD/MA tanker that has been surprisingly strong.  Good single target damage, extra AOE with SD, MA on tankers has a parry-like attack now which basically caps melee def without IOs, and frankly a mix of punch and kick animation make her feel like a proper brawler and that is supremely pleasing.

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Have a look at War Mace for your secondary, it pairs real well thematically with Shield Defence and it is a load of fun since the tanker changes. You have 3 great AoE attacks and a bunch of ST attacks with one of them having a knock up effect.

Edited by Seigmoraig
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14 hours ago, Call Me Awesome said:

ABSOLUTELY.  This was one of the biggest improvements in my attack chain.  I use the following:

/bind button4 "powexec_location target Lightning Rod"

/bind button5 "powexec_location target Shield Charge"

 

Button 5 on your mouse will shield charge at your targeted mob, button 4 will Lightning Rod on your targeted mob.  Soooo much easier than having to click a ground location.


Oh definitely agreed on this one.
There's some small hassles with it and monitoring recharge.
But the powers become SO much more usable!
And you stop getting screwed over by minute last-second camera adjustments causing useless "short-ports".

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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1 hour ago, Hyperstrike said:


Oh definitely agreed on this one.
There's some small hassles with it and monitoring recharge.
But the powers become SO much more usable!
And you stop getting screwed over by minute last-second camera adjustments causing useless "short-ports".

I don't use mouse binds, but rather keep the location>target macros in power tray 1, then place the actual power icons right above them in tray 2. That way I can monitor my recharge easily, and if for some reason I need to location drop I can.

@Cutter

 

So many alts, so little time...

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Here is a minimal non-generic IO build you can use.  I have it set up in such a way that later you can start putting sets in there as you get more inf and can start affording it.

 

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

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Electrical Melee
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Deflection -- EndRdx-I(A), DefBuff-I(3), DefBuff-I(3), DefBuff-I(5)
Level 1: Charged Brawl -- Acc-I(A), EndRdx-I(9), Dmg-I(11), Dmg-I(19), Dmg-I(19), RechRdx-I(21)
Level 2: Battle Agility -- EndRdx-I(A), DefBuff-I(5), DefBuff-I(7), DefBuff-I(7)
Level 4: Jacobs Ladder -- Acc-I(A), EndRdx-I(23), Dmg-I(25), Dmg-I(25), Dmg-I(27), RechRdx-I(27)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(9)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: True Grit -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(11)
Level 12: Phalanx Fighting -- DefBuff-I(A), DefBuff-I(13), DefBuff-I(13), DefBuff-I(15)
Level 14: Maneuvers -- EndRdx-I(A), DefBuff-I(15), DefBuff-I(17), DefBuff-I(17)
Level 16: Thunder Strike -- Acc-I(A), EndRdx-I(29), Dmg-I(29), Dmg-I(34), Dmg-I(34), RechRdx-I(34)
Level 18: Grant Cover -- DefBuff-I(A)
Level 20: Build Up -- RechRdx-I(A), RechRdx-I(21)
Level 22: Combat Jumping -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(23)
Level 24: Kick -- Acc-I(A)
Level 26: Shield Charge -- Acc-I(A), EndRdx-I(36), Dmg-I(36), Dmg-I(37), Dmg-I(37), RechRdx-I(37)
Level 28: Chain Induction -- Acc-I(A), EndRdx-I(39), Dmg-I(39), Dmg-I(39), Dmg-I(40), RechRdx-I(40)
Level 30: Tough -- EndRdx-I(A), ResDam-I(31), ResDam-I(31), ResDam-I(31)
Level 32: Weave -- EndRdx-I(A), DefBuff-I(33), DefBuff-I(33), DefBuff-I(33)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 38: Lightning Rod -- Acc-I(A), EndRdx-I(40), Dmg-I(42), Dmg-I(42), Dmg-I(42), RechRdx-I(43)
Level 41: Electrifying Fences -- Acc-I(A), EndRdx-I(43), Dmg-I(43), Dmg-I(45), Dmg-I(45), RechRdx-I(45)
Level 44: Ball Lightning -- Acc-I(A), EndRdx-I(46), Dmg-I(46), Dmg-I(46), Dmg-I(48), RechRdx-I(48)
Level 47: Assault -- EndRdx-I(A)
Level 49: Taunt -- Acc-I(A)
Level 1: Brawl -- Acc-I(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 -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(48), Pnc-Heal/+End(50), Prv-Absorb%(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), EndMod-I(50)
------------

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10 hours ago, Saikochoro said:

Thanks a bunch. I’ll give a couple of those builds a go. 
 

I decided to roll the shield defense electrical melee tanker.  I’m sure it will be the first of many. 

A classic combination from old live; had one on Victory that was one of my favorites.  Shield shines on a tanker because you can get your Shield Charge earlier than on a scrapper or brute. 

 

In addition to the tanker ATOs (start with both procs, put them in targeted or point-blank AoE powers) I recommend that you slot the Panacea and Miracle +end procs as well as Performance Shifter Chance for End.  Another set you should consider is Kinetic Combat; four of them give you a solid boost to smashing/lethal/melee defense.  That's for single target attacks.  One set of four (do not disdain the knockdown proc) cost about 12m inf, which isn't much compared to the billion inf builds made by people who buy them that way.  But since one of the recipes is a 20 merit yellow, I buy four of them and then just roll converters on them until I get a straight flush.  

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