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SR/MA ... Unrelenting Elude Unleash Power Absorb (what the frack did I just make??)


Redlynne

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First off ... credit where credit is due for this ... monstrosity (abomination?) ...

I blame @Sechs entirely for this build even existing the way it does right now.

 

 

The basic idea of the build is to reach the 59% Defense vs Melee, Ranged, AoE Incarnate softcap at all times ... and then exceed it when necessary (or convenient, or when Click powers have recharged, you know the drill).  This is an all 9 Super Reflexes powers build that includes the Presence pool (for Unrelenting), the Speed pool (for Hasten, duh), the Leadership pool (for all three toggles) and the Force of Will pool (for Unleash Power).

 

The impetus behind structuring this build this way was an attempt to make a 9 primary + 5 secondary + 10 pool powers mix for a SR/MA build that would not only yield significant uptime for Elude (180s out of every 270s, roughly) but also use Unrelenting to prevent Elude's endurance crash(!) while also providing the same service to Unleash Power so as to also prevent that power's crash also(!).  The net result was an attempt to cram as much global recharge into the build as (inhumanely) possible, while also sustaining Incarnate ready defenses at all times (outside of the Unrelenting+Elude+Unleash Power combo) for massive regeneration/healing/recovery boosting every 4.5 minutes(!).

 

Ironically, the amount of global recharge I was able to stuff into the build (+92.5% from set bonuses) while sustaining Defenses without resorting to use of the Fighting pool and building in enough Regeneration that it would be possible to bounce back from damage taken via Absorb shielding when the "U+E+UP" combo is recharging imposed some pretty harsh discipline on the build.  However, it was only after I was looking at finalizing a draft of it that I noticed that Storm Kick was recharging faster than Cobra Strike and Dragon's Tail ... meaning that an attack chain of ...

  • SK > DT > SK > CAK ... repeat
  • SK > DT > SK > CS ... repeat
  • SK > CAK > SK > CS ... repeat

... are all possible.  Once I realized that, it dawned on me that I could leave Thunder Kick as a One Slot Wonder™ power and invest slots elsewhere so as to maximize the offensive potential of the build, which in turn maximizes the defensive potential of the build as well courtesy of the Tanker ATO procs.  With the way I've got the build rigged, Storm Kick has ~30% chance to proc the +Resist(All) per kick, and Dragon's Tail has ~20% chance to proc the Absorb shield per $Target hit ... which is not terrible.

 

Here's what the whole thing looks like in the build planner.

As you can see, Hasten is already perma (and it looks like I'd forgotten to toggle on Assault when taking this screenshot).

 

spacer.png

 

Tactics is deliberately left toggled off so as to not confuse the Build Up proc with the rest of the effects of Tactics.

 

 

 

As can be seen here, I did this one as a Level 50 (Superior slotting) attuned enhancements build ... so everything is slotted with either a Level 50 set piece or a Level 50+5 boosted common IO (aside from Brawl and Rest, which don't need the boosters).  I can't really recommend playing this as a leveling build, since it really does take a LONG time for the build to mature (basically at Level 50), but aside from the ATOs the build probably won't be that absurdly expensive to spec into, since there are no Purple 50 or PvP enhancements in it.

 

And yes, recharge time on Elude is under 270s on a 180s duration click power.

Regeneration is as strong as I can make it in this build, since there's no room left over for Aid Self (for what should be obvious reasons).

 

Endurance recovery is pretty darn good while not attacking, and Unrelenting+Elude+Unleash Potential (in that order, start with Unrelenting so as to prevent the endurance crashes on Elude and Unleash Potential) will make your blue bar overfloweth even if a Sapper manages to hit you through all your defenses.

 

Ideally speaking, you want to hit Unrelenting immediately followed by Elude ... and then before Unrelenting's 30s duration expires, hit Unleash Potential.  Even if delayed for up to 30 seconds so as to cast at the end of the duration rather than at the beginning right after Elude, Unleash Potential will still recharge faster than Elude will and will be ready for the next Unrelenting Elude cycle.  Both Unrelenting AND Unleash Potential are your "mega heal" powers.  Dragon's Tail procs for Absorb shielding, and if you're taking too much damage too quickly, Preventative Medicine will proc an Absorb shield for you when you need it below 50% Health as your Scaling Resistances from Super Reflexes and Reactive Defenses combine to kick in for you.

 

The frankenslotting you see on Cobra Strike and Crippling Axe Kick was chosen so as to maximize Accuracy, Damage and Stun/Immobilize durations in the least amount of slots (so slots could be spent elsewhere in pursuit of global recharge set bonuses).  I'm figuring that the combination of Immobilize+Stun amounts to a "ghetto hold" and with a duration of 20.5 seconds(!) on the Immobilize and Stun with this slotting there is ample opportunity to neutralize hard $Targets that lack the protection of PToD (and even then, PToD does not protect against Immobilization).

 

Since I didn't have enough power picks for Martial Arts, the Warrior's Provocation power needed to be sacrificed.  The build does have Provoke from the Presence pool (mainly as an unlock to get to Unrelenting), but Provoke is not as capable of a Taunt power as Warrior's Provocation.  For one thing, the Taunt duration is smaller on Provoke, so it's a "weaker" Taunt power, and Provoke does not have a -Range debuff effect so unlike Warrior's Provocation it will not cause $Targets to come running up to you unless if you break line of sight (then they'll come running).  Key thing for Tankers to realize is that this means the Provoke power may very well be inadequate to the task of redirecting aggro onto yourself after overly aggressive DPS happens during steamroller play.  I'm basically counting on the Taunt aura of Evasion and the effects of Gauntlet to manage aggro tolerably well with this build.

 

 

 

Note that this build was made using the Mids' Reborn: Hero Designer modified using the Mids' Reborn Unofficial updater to access the new Power Transfer set slotted into Stamina (for global recharge set bonus and 3.0 PPM Heal proc).

 

And just so everyone knows ... on only toggles and passives plus Maneuvers and buffed by Storm Kick, this build yields the following Defenses:

  • Melee: 62.4%
  • Range: 58.8%
  • AoE: 59.5%

And yes ... I do wish I could of scrounged up another +0.2% for Ranged Defense, but good art is never finished, merely abandoned.

 

So without futher blathering on about it from me ... here is the truly hot mess I came up with today ...

 

 


 

 

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

 

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Level 50 Natural Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Martial Arts

Power Pool: Force of Will
Power Pool: Presence
Power Pool: Speed
Power Pool: Leadership

 

Hero Profile:

Spoiler

Level 1:    Focused Fighting    
 (A) Red Fortune - Defense/Endurance: Level 50
 (9) Red Fortune - Defense/Recharge: Level 50
 (9) Red Fortune - Defense/Endurance/Recharge: Level 50
 (13) Red Fortune - Defense: Level 50
 (15) Red Fortune - Endurance: Level 50
 (15) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50


Level 1:    Thunder Kick    
 (A) Crushing Impact - Accuracy/Damage/Endurance: Level 50+5


Level 2:    Storm Kick    
 (A) Superior Might of the Tanker - Accuracy/Damage: Level 50
 (3) Superior Might of the Tanker - Damage/Recharge: Level 50
 (3) Superior Might of the Tanker - Accuracy/Damage/Recharge: Level 50
 (5) Superior Might of the Tanker - Damage/Endurance/Recharge: Level 50
 (5) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge: Level 50
 (7) Superior Might of the Tanker - Recharge/Chance for +Res(All): Level 50


Level 4:    Focused Senses    
 (A) Red Fortune - Defense/Endurance: Level 50
 (33) Red Fortune - Defense/Recharge: Level 50
 (33) Red Fortune - Defense/Endurance/Recharge: Level 50
 (34) Red Fortune - Defense: Level 50
 (34) Red Fortune - Endurance: Level 50
 (34) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50


Level 6:    Mighty Leap    
 (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
 (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
 (48) Blessing of the Zephyr - Knockback Reduction (4 points): Level 10


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


Level 10:    Cobra Strike    
 (A) HamiO: Endoplasm Exposure (+2 Acc/Mez)
 (11) HamiO: Nucleolus Exposure (+2 Acc/Dam)
 (11) HamiO: Peroxisome Exposure +2 (Dam/Mez)
 (13) Crushing Impact - Accuracy/Damage/Endurance: Level 50+5


Level 12:    Evasion    
 (A) Red Fortune - Defense/Endurance: Level 50
 (17) Red Fortune - Defense/Recharge: Level 50
 (19) Red Fortune - Defense/Endurance/Recharge: Level 50
 (19) Red Fortune - Defense: Level 50
 (21) Red Fortune - Endurance: Level 50
 (27) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50


Level 14:    Dodge    
 (A) Defense Buff IO: Level 50
 (43) Defense Buff IO: Level 50
 (45) Kismet - Accuracy +6%: Level 10


Level 16:    Agile    
 (A) Defense Buff IO: Level 50
 (45) Defense Buff IO: Level 50
 (46) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50


Level 18:    Lucky    
 (A) Defense Buff IO: Level 50
 (45) Defense Buff IO: Level 50
 (46) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50


Level 20:    Dragon's Tail    
 (A) Superior Gauntleted Fist - Accuracy/Damage: Level 50
 (21) Superior Gauntleted Fist - Damage/RechargeTime: Level 50
 (23) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime: Level 50
 (23) Superior Gauntleted Fist - Damage/Endurance/RechargeTime: Level 50
 (25) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime: Level 50
 (25) Superior Gauntleted Fist - RechargeTime/+Absorb: Level 50


Level 22:    Provoke    
 (A) Accuracy IO: Level 50+5


Level 24:    Intimidate    
 (A) HamiO: Endoplasm Exposure (+2 Acc/Mez)


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


Level 28:    Unrelenting    
 (A) Regenerative Tissue - Heal/Endurance: Level 30
 (29) Regenerative Tissue - Endurance/Recharge: Level 30
 (29) Regenerative Tissue - Heal/Recharge: Level 30
 (31) Regenerative Tissue - Heal/Endurance/Recharge: Level 30
 (31) Regenerative Tissue - +Regeneration: Level 10


Level 30:    Hasten    
 (A) Recharge Reduction IO: Level 50+5
 (31) Recharge Reduction IO: Level 50+5


Level 32:    Elude    
 (A) Recharge Reduction IO: Level 50+5
 (33) Recharge Reduction IO: Level 50+5


Level 35:    Crippling Axe Kick    
 (A) HamiO: Endoplasm Exposure (+2 Acc/Mez)
 (36) HamiO: Nucleolus Exposure (+2 Acc/Dam)
 (36) HamiO: Peroxisome Exposure (+2 Dam/Mez)
 (36) Crushing Impact - Accuracy/Damage/Endurance: Level 50+5


Level 38:    Maneuvers    
 (A) Reactive Defenses - Defense: Level 50
 (39) Reactive Defenses - Defense/Endurance: Level 50
 (39) Reactive Defenses - Endurance/RechargeTime: Level 50
 (40) Reactive Defenses - Defense/RechargeTime: Level 50
 (40) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50
 (40) Reactive Defenses - Scaling Resist Damage: Level 20


Level 41:    Tactics    
 (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
 (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
 (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
 (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
 (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
 (43) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21


Level 44:    Weaken Resolve    
 (A) Accuracy IO: Level 50+5


Level 47:    Unleash Potential    
 (A) Preventive Medicine - Heal: Level 50
 (48) Preventive Medicine - Heal/Endurance: Level 50
 (48) Preventive Medicine - Endurance/RechargeTime: Level 50
 (50) Preventive Medicine - Heal/RechargeTime: Level 50
 (50) Preventive Medicine - Heal/RechargeTime/Endurance: Level 50
 (50) Preventive Medicine - Chance for +Absorb: Level 20


Level 49:    Assault    
 (A) Endurance Reduction IO: Level 50+5


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 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) Power Transfer - EndMod: Level 50
 (7) Power Transfer - Damage/Recharge: Level 50
 (37) Power Transfer - Damage/EndMod: Level 50
 (37) Power Transfer - Damage/Accuracy/Endurance: Level 50
 (37) Power Transfer - Damage/Accuracy/Recharge/Endurance: Level 50
 (39) Power Transfer - Chance to Heal Self: Level 21


Level 1:    Prestige Power Dash    
 (A) Empty


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


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


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


Level 4:    Ninja Run

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


Set Bonus Totals:

Spoiler

12.5% DamageBuff(Smashing)
12.5% DamageBuff(Lethal)
12.5% DamageBuff(Fire)
12.5% DamageBuff(Cold)
12.5% DamageBuff(Energy)
12.5% DamageBuff(Negative)
12.5% DamageBuff(Toxic)
12.5% DamageBuff(Psionic)
3.75% Defense(Smashing)
3.75% Defense(Lethal)
2.19% Defense(Fire)
2.19% Defense(Cold)
1.88% Defense(Energy)
1.88% Defense(Negative)
7.5% Defense(Melee)
3.75% Defense(Ranged)
4.38% Defense(AoE)

4.95% Max End
4% Enhancement(Heal)
7.5% Enhancement(Max EnduranceDiscount)
9% Enhancement(Accuracy)
92.5% Enhancement(RechargeTime)
13.5% SpeedFlying
GrantPower Preventive Medicine (10% chance, if Scourge)
224.9 HP (12%) HitPoints
13.5% JumpHeight
13.5% SpeedJumping
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Confused) 81.25%
MezResist(Held) 81.25%
MezResist(Immobilized) 81.25%
MezResist(Sleep) 81.25%
MezResist(Stunned) 81.25%
MezResist(Terrorized) 81.25%
2.5% (0.04 End/sec) Recovery
22% (1.72 HP/sec) Regeneration
23.25% Resistance(Smashing)
23.25% Resistance(Lethal)
19.5% Resistance(Fire)
19.5% Resistance(Cold)
9% Resistance(Energy)
9% Resistance(Negative)
9% Resistance(Toxic)
9% Resistance(Psionic)
13.5% SpeedRunning


Set Bonuses:

Spoiler

 

Red Fortune
(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%
  1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  2% DamageBuff(All)
  5% Enhancement(RechargeTime)


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


Superior Might of the Tanker
(Storm Kick)
  4% DamageBuff(All)
  56.22 HP (3%) HitPoints
  10% Enhancement(RechargeTime)
  6% Resistance(Toxic,Psionic), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%
  6% Resistance(Smashing,Lethal), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%


Red Fortune
(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%
  1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  2% DamageBuff(All)
  5% Enhancement(RechargeTime)


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


Blessing of the Zephyr
(Mighty Leap)
  1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
  1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
  Knockback (Mag -4), Knockup (Mag -4)


Red Fortune
(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%
  1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  2% DamageBuff(All)
  5% Enhancement(RechargeTime)


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


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


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


Superior Gauntleted Fist
(Dragon's Tail)
  3.6% Max End
  6% Resistance(Energy,Negative), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%
  16% (1.25 HP/sec) Regeneration
  5% Defense(Melee), 2.5% Defense(Lethal), 2.5% Defense(Smashing)
  6% Resistance(Smashing,Lethal), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10%


Regenerative Tissue
(Unrelenting)
  6% SpeedJumping, 6% JumpHeight, 6% SpeedFlying, 6% SpeedRunning
  28.11 HP (1.5%) HitPoints
  4% Enhancement(Heal)
  5% Enhancement(RechargeTime)


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
  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)
  3% 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
  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)


Preventive Medicine
(Unleash Potential)
  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)


Power Transfer
(Stamina)
  6% (0.47 HP/sec) Regeneration
  1.35% Max End
  35.14 HP (1.88%) HitPoints
  9% Enhancement(Accuracy)
  7.5% Enhancement(RechargeTime)

 


Proc Chances:

Spoiler

Storm Kick: Superior Might of the Tanker (5.0 PPM)

  • 5 * ((6 / ( 1 + 99.88 / 100 )) + 0.83) / (60 * (0.25 + 0.75 * (1 + 0 * (11 * 0 + 540) / 30,000))) = 31.93%

 

Dragon's Tail: Superior Gauntleted Fist (3.0 PPM)

  • 3 * ((14 / ( 1 + 104.35 / 100 )) + 1.5) / (60 * (0.25 + 0.75 * (1 + 8 * (11 * 360 + 540) / 30,000))) = 21.98%

 

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

  • 1.0 * ((15 / ( 1 + 52.89 / 100 )) + 3.67) / (60 * (0.25 + 0.75 * (1 + 60 * (11 * 360 + 540) / 30,000))) = 6.5% (Pre-clamp: 2.90%) upon activation per teammate
  • 1.0 x 10 / (60 * (0.25 + 0.75 * (1 + 60 * (11 * 360 + 540) / 30,000))) = 6.5% (Pre-clamp: 2.15%) per ~10s per teammate
    • Team-1: 1 - (1 - 0.065)1 = 06.5% chance to proc every ~10s
    • Team-2: 1 - (1 - 0.065)2 = 12.5% chance to proc every ~10s
    • Team-3: 1 - (1 - 0.065)3 = 18.2% chance to proc every ~10s
    • Team-4: 1 - (1 - 0.065)4 = 23.5% chance to proc every ~10s
    • Team-5: 1 - (1 - 0.065)5 = 28.5% chance to proc every ~10s
    • Team-6: 1 - (1 - 0.065)6 = 33.1% chance to proc every ~10s
    • Team-7: 1 - (1 - 0.065)7 = 37.5% chance to proc every ~10s
    • Team-8: 1 - (1 - 0.065)8 = 41.5% chance to proc every ~10s
      • League-16: 1 - (1 - 0.065)16 = 65.8% chance to proc every ~10s
      • League-24: 1 - (1 - 0.065)24 = 80.0% chance to proc every ~10s
      • League-32: 1 - (1 - 0.065)32 = 88.3% chance to proc every ~10s

 

Recharge Timing:

Spoiler

Unrelenting (600s recharge)
+95.66% recharge on power
+20% recharge from Quickness
+92.5% global recharge
+70% Hasten recharge
= 3.7816 * 30 = 113.448

+20% Unrelenting for 30s = 6
113.448 + 6 = 119.448
600 - 119.448 = 480.552 / 3.7816 = 127.08s + 30s = 157.08s perma Hasten Unrelenting


Elude (1000s recharge)
+95.90% recharge on power
+20% recharge from Quickness
+92.5% global recharge
+70% Hasten recharge
= 3.784 * 180 = 681.12
1000 - 681.12 = 318.88 / 3.784 = 84.27s + 180s = 264.27s perma Hasten Elude recharge

+20% Unrelenting for 30s = 6
681.12 + 6 = 687.12
1000 - 687.12 = 312.88 / 3.784 = 82.68s + 180s = 262.68s Elude recharge with one Unrelenting


Unleash Potential (600s recharge)
+73.78% recharge on power
+20% recharge from Quickness
+92.5% global recharge
+70% Hasten recharge
= 3.5628 * 60 = 213.768
600 - 213.768 = 386.232 / 3.5625 = 108.42s + 60s = 168.42s perma Hasten Unleash Potential

+20% Unrelenting for up to 27.756s (due to Elude animation time) = 5.5512 (or less)
213.768 + 5.5512 = 219.3192
600 - 219.3192 = 380.6808 / 3.5628 = 106.85s + 60s = 166.85s Unleash Potential recharge with one Unrelenting (theoretical best possible)

 

Edited by Redlynne
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I think the same thing can be achieved or as near as damn it without Thunderkick missing slots, the passives, a whole IO in them gives less than a percent of return. I think it can be rejigged abit and even have a well slotted Warriors provocation instead of Assault, at anyones discretion. So this is well worth a look at, and something not to be afraid to rejig to ones on preferences.

Some players make their characters all about them, if it doesn't help them, they don't want it, their build advice to you will ofcourse be about making your character the best thing that helps them too if they ever team with you, because it's always about them.

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You probably don't need a recharge IO in practiced brawler, unless you want to stack status resistance.

Why do you 3 slot mighty leap ? Again for status protection ?

I don't know much about tankers, but for a scrapper it looks like those slots would be better elsewhere.

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19 hours ago, NEW DAWN said:

I think the same thing can be achieved or as near as damn it without Thunderkick missing slots, the passives, a whole IO in them gives less than a percent of return. I think it can be rejigged abit and even have a well slotted Warriors provocation instead of Assault, at anyones discretion. So this is well worth a look at, and something not to be afraid to rejig to ones on preferences.

Yes, there are options for tweaking things even further in case anyone is inclined to do so.

 

I was mainly curious to see how low the recharge could be made so as to achieve the best uptime on Elude (answer: under 270s for a 180s duration Elude) and that in order to avoid the endurance crash, what would that do to Unrelenting (answer: under 160s for a 30s duration Unrelenting) as well as Unleash Potential (answer: under 170s for a 60s duration Unleash Potential).  The build then has basically two "modes" of operation for these T9/T5 powers.

 

Mode 1:

Unrelenting immediately followed by Elude (to avoid the Elude crash) and then ~5-10 seconds before Unrelenting expires cast Unleash Potential.

  • 0s: Unrelenting (30s duration after casting)
  • 2.112s: Elude (180s duration after casting)
  • 22-32s: Unleash Potential (60s duration after casting)
  • 32.112s: Unrelenting duration expires
  • 83-93s: Unleash Potential expires
  • 158.97s: Unrelenting recharged
  • 184.112s: Elude expires
  • 190-200s: Unleash Potential recharged
  • 267.016s Elude recharged

... repeat ... every ~270s (or so)

  • Unrelenting uptime: 30/270 = 11.11%
  • Elude uptime: 180/270 = 66.67%
  • Unleash Potential uptime: 60/270 = 22.22%

 

Mode 2:

Unrelenting immediately followed by Unleash Potential with no Elude in the cycle.

  • 0s: Unrelenting (30s duration after casting)
  • 2.112s: Unleash Potential (60s duration after casting)
  • 32s: Unrelenting duration expires
  • 63s: Unleash Potential expires
  • 158s: Unrelenting recharged
  • 170s: Unleash Potential recharged

... repeat ... every ~170s (or so)

  • Unrelenting uptime: 30/170 = 17.65%
  • Unleash Potential uptime: 60/170 = 35.29%
1 minute ago, Sechs said:

You probably don't need a recharge IO in practiced brawler, unless you want to stack status resistance.

It's not needed by Level 50 ... but is needed at lower levels when exemplared, particularly at Levels 1-24 when Hasten is not available and at Levels 1-20 when Quickness is not available either.

3 minutes ago, Sechs said:

Why do you 3 slot mighty leap ? Again for status protection ?

Blessing of the Zephyr
(Mighty Leap)
  1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
  1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)

  Knockback (Mag -4), Knockup (Mag -4)

 

I needed the Ranged and AoE Defense set bonuses (on the cheap in terms of slots) in order to get as close as I did to 59% Defense vs Melee, Ranged and AoE with all powers for Incarnate content.  Without those set bonuses the build would fall short of 59% Defense vs Ranged and AoE by a (to me, anyway) unacceptable degree.

6 minutes ago, Sechs said:

I don't know much about tankers, but for a scrapper it looks like those slots would be better elsewhere.

A Scrapper would work QUITE differently!

As would a Brute or a Stalker, for that matter.

 

While a Brute would still get +10% Defense from Storm Kick, Scrappers and Stalkers would not ... so being able to reach 59% Defense vs Melee, Ranged, AoE simply cannot be done on a Scrapper or a Stalker, meaning you have to fall back on the 45% Defense softcap instead.

 

But getting to that lower softcap of 45% is made more complicated by the fact that the Defense buff values for Scrapper and Stalker are lower than they are for Tankers and Brutes (+13.875 vs +18.5 for toggles and +5.625 vs +7.5 for passives).  So Scrappers and Stalkers are starting off with a +19.5% Defense base value for toggles and passives combined, while Tankers and Brutes start off with a +26% Defense base for toggles and passives combined ... a 6.5% differential that gets magnified with slotting.  Using the Schedule B maximum enhancement value of +60%, this means that Scrappers and Stalkers can only get up to 31.2% Defense on slotting alone, and need an additional +13.8% Defense from sets and powers in order to reach the 45% Defense softcap.  By contrast ... using the Schedule B maximum enhancement value of +60%, this means that Tankers and Brutes can get up to 41.6% Defense on slotting alone, and need only an additional +3.4% to reach the 45% Defense softcap, but with +10% Defense from Storm Kick only need an additional +7.4% Defense to reach the 59% Defense Incarnate softcap (and a LOT of that for a Tanker is made up simply by slotting up the Maneuvers toggle, around +4%(!), leaving even less ground to be made up from set bonuses!).

 

So it CAN be done on a Scrapper, but it's a lot harder to reach the LOWER softcap (need +13.8% Defense to Melee, Ranged and AoE) than it is on a Tanker to reach the HIGHER softcap (+7.4% Defense to Melee, Ranged and AoE).

 

And that's not even including the effects of the different ATO sets!

 

I looked at the procs for Tanker and Brute, and while it would be relatively easy to swap the two, the survival gains from the Brute procs would be MUCH LOWER than the survival gains from the Tanker procs!  That's because adding Fury and a small +Regeneration/+Endurance Reduction bonus would be FAR INFERIOR to what you can get out of the Tanker ATO procs, which add Resistance (something Super Reflexes can make VERY good use of!) and an Absorb shield (something Super Reflexes can ALSO make very good use of!) ... and both of these procs dramatically increase the Time To Defeat™ for a Super Reflexes build.  The Tanker ATO procs make the overall build MUCH sturdier(!) and difficult to defeat, allowing it to keep right on chugging through what would otherwise be potential circumstances where you'd need to break off engagement in order to survive.  Both procs also dramatically mitigate against Super Reflex's weak spot ... the (un)lucky double hit to defeat.  The Tanker ATO procs make the potential for the (un)lucky double hit for defeat a much rarer possiblity (it's still possible, but it won't happen nearly as often).

 

All of those factors combined convinced me that this combination of Unrelenting, Elude and Unleash Potential is best realized on Tanker more than on any other Archetype where the combination is (theoretically) possible with some rejiggering of the slotting and sequencing of powers.

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Again very detailed and informative post.

My knowledge about IO sets and various procs for different archetypes is perfectible, to say the least 😛

Eh, came back to this game 2 months ago only, still on the learning curve i guess.

Reading your posts i feel happy to reach 56 melee def, 57 ranged and 50 aoe, with a 51 s/l resist with my actual build on my MA/SR scrap.

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I have some big corrections you'll want to make to not spread misinformation.

 

Unleash Potential does not have a crash.

 

Unrelenting does not prevent crashes.

 

Also, you say Unleash Power many times when you mean Unleash Potential.

 

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42 minutes ago, Bopper said:

I have some big corrections you'll want to make to not spread misinformation.

 

Unleash Potential does not have a crash.

 

Unrelenting does not prevent crashes.

That's what I get for paying attention to City of Data, which is 8 years out of date ...

Unrelenting

Elude

Unleash Potential

44 minutes ago, Bopper said:

Also, you say Unleash Power many times when you mean Unleash Potential.

Gah.  Pytos.

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11 minutes ago, Redlynne said:

That's what I get for paying attention to City of Data, which is 8 years out of date ...

Unrelenting

Elude

Unleash Potential

Gah.  Pytos.

Have no worries, I only know this because I tried the same idea once. Testing it showed I was wrong and I think a dev mentioned that feature of Unrelenting was not in homecoming.


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Just now, Bopper said:

Have no worries, I only know this because I tried the same idea once. Testing it showed I was wrong and I think a dev mentioned that feature of Unrelenting was not in homecoming.

Doesn't help that on City of Data the Unleash Potential power get +50% Recharge for 60s(!) while the current Mids' planner doesn't even have the +Recharge listed at all.

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Just now, Redlynne said:

Doesn't help that on City of Data the Unleash Potential power get +50% Recharge for 60s(!) while the current Mids' planner doesn't even have the +Recharge listed at all.

That was a Homecoming change. They removed the +Recharge. Pretty lame since Rune of Protection gets a 90s buff and UP only gets 60s. 

 

On the flip side, Mids still shows a description of UP that says it has a crash that can be prevented using Unrelenting...which again, doesnt have a crash. Smh

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On a tangent I was messing with a SR Tanker and found that at 90% HP I could have it at 90% S/L resistances (and about 61% to E/N) assuming all three ATO stacks were on, plus Barrier's 5%. Barrier is not very useful in any way for SR though, except minimizing slotting for the 59% cap.

 

The beautiful thing about a SR Tanker is that at around 24-25 we can be softcapped and then it is a matter of carrying oranges instead of purple insps.

 

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