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Posted

I started a Super Reflexes Tanker mainly... just because. SR is a set that I've looked at sometimes but never actually done anything with. I paired it with Dark Melee because it's got a health recovering attack and because it's receiving some tweaks. It's the hot new thing. After snagging a good theme and name, I'm now level 32 and have decided that I probably more or less kind of like this character. I haven't done anything with IO sets because I wasn't sure I wanted to plan anything like that for an experiment.

 

So now I'm wondering: are there any tricks to this? SR is a very... focused set. I admire its purity. It does have some extra recharge but it's really not a set for people who like variety or utility. Might not have to bother much with LoTG mules, at least. The click mez protection is cool except for when I exemplar down so it isn't perma.

 

 

I'm down with putting together a low-budget thing, mainly I'd like to get those last like 8% def to reach basic softcaps. are the +3% def uniques the easiest way of achieving this?

Posted (edited)

My experience is with DM/SR Scrappers and Brutes, so I'm not sure how much it translates to Tankers. Hopefully someone will correct me if it doesn't. But I'm guessing hit 59%+ defense to all positions, get enough recharge to run Smite -> Midnight Grasp -> Smite -> Siphon Life, then focus on resistance, hit points, regeneration, sustainable endurance, various status resistances and debuff resistances, and so on. I wouldn't shoot for just basic 45% soft cap, particularly on a Tanker, where getting the defense is much easier than on a Scrapper or Brute. But yes, the 3% defense uniques are a must have.

Edited by Werner
Posted

The good thing about the mez protection is it can still be used like a break free if you get mezzed, so it's not a huge issue if it isn't perm. (The exception being knockback, you need to wait until the KB animation is over before you can use it.)

Do you already have weave? Slotted out I believe that's around 7.5% on a tanker, then there's the other usual suspects, CJ/hover and maneuvers. I don't have a 50 SR tank, although I do have a stalker and scrapper, but their numbers are different, so I'm not certain how close you can get on a tank without them, but I used the 2 def uniques on my /SRs. The steadfast isn't particularly expensive. If you are struggling for inf they only cost 20 reward merits for the recipe, which you could even get from getting all the badges from 4 zones, never mind arcs or TFs. The PVP one is usually more expensive, but when you think it offers 3% def to all, where most sets you need to get 5 or 6 pieces to get that to one position, it's not that bad.

Bopper: "resistance resists resistible resistance debuffs"

Posted

Hi. Not SR/DM but here's my SR/Claws tank build that you can use for ideas. Incarnate softcapped to all 3 positions, easily hits capped SL damres thanks to the scaling resists. Extremely sturdy.

 

image.png.4cf0a7a582f596af5deb39feb8c95697.png

 

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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|-------------------------------------------------------------------|

  • Like 1
Posted

FWIW, here's my SR/Staff build (existing, not ultimate). 

 

image.png.4f528e458989bb51d16f0cfeb56e11f6.png

 

http://www.cohplanner.com/mids/download.php?uc=1645&c=731&a=1462&f=HEX&dc=78DA6594594F135114C7EFB4534A4B11A8B4652B50F6B5B451E3AE8982BC80212EF1C9D4016EE9C0D8366D49F0D1C4F5D98FE09A9898F8E43771FD00CA83EC2828389EF67F6827B449FB3BF77FEE59EE99B99D5C1AF5BC1BBF7F51289ECB8696CDC66E68C90599715ED5728B19CD10F471DD5C4C6673DAB4219DB40A62436C54C665322BC3D717D3B4BA26E3865C92D966F64E4A43922FA7C5E3B12BFA5C22A727E784672A9532C213524BD3AABAB038F0D51CB86665269BD0D35E78539919194BC563B774C3F08EA5F599F09896C92562935A362733F71AA89F13F43DE9A71F25DFABA90A958C5E55D82A41B70B1C71302BC0D590E08FE9107708510AD5C0CA69B061066C9D654AF014D55350CFA1ACD80B9A6D1574AF83AD1B60FB26185D03D7A9AE9DEBDA1FA8A8FB10AC7C04363D06DB9F309F826B14EBE05807F75CC13D571CEA39C43D87B8E733D4B3133D2BCE41685EE659F2B9D8E76A857684798E7C553CDB2A9EAD8767E97182F53CEB10CFFA34C55473BEEA43F936E90C357C869A8F9849ED27E667B0FE0BD8F415ECFC069EA7BC759CB78EF379995B94F7287CE606D93ED4B0FB745BC1EF9F07A309E65D30402F75007B45A00FB92E509D46E4128DC3D076286733F7DD3C84D896616618EC1C6146C0AE2868A31A41AE116C423E3B696D3CD7B62D9CAF6B9BB903F6EC3203B431A88A5DEAA1837BE8F88BDC3D7B60EF3EF31FD304FB0572FCA1D86E8EED8EA387FE3966021CD099F3CC05BE17D46B1F7AB5F5ED8A422F437BCC7DF0199519E4FC83CF1137F40A1C7EC17CC97C0D8EBC01973D4284793EE1B70A9E2BD58CF0338884B0AF452DDED9FC63364DD1AF166FBE3950E68D9429D132E5589972BC4C992853A6542E4B8A52505CB5C57B6DFE7417FF1F84C2EFCFAA55EB82B662D5F8DD5B2B698AD20ECDCFFCEE2FF661FEB0D8CB167B3B7F0FD8FE65B17F5B6CCD5D3849C19EB6D8E3B421CAD3F4D597EC4B81927DC457B2DFE7F773EC878E923D65C979DB62FF07B4EA180D

Posted
  On 5/3/2020 at 11:00 PM, CaptainLupis said:

The good thing about the mez protection is it can still be used like a break free if you get mezzed, so it's not a huge issue if it isn't perm. (The exception being knockback, you need to wait until the KB animation is over before you can use it.)

Do you already have weave? Slotted out I believe that's around 7.5% on a tanker, then there's the other usual suspects, CJ/hover and maneuvers. I don't have a 50 SR tank, although I do have a stalker and scrapper, but their numbers are different, so I'm not certain how close you can get on a tank without them, but I used the 2 def uniques on my /SRs. The steadfast isn't particularly expensive. If you are struggling for inf they only cost 20 reward merits for the recipe, which you could even get from getting all the badges from 4 zones, never mind arcs or TFs. The PVP one is usually more expensive, but when you think it offers 3% def to all, where most sets you need to get 5 or 6 pieces to get that to one position, it's not that bad.

Expand  

Good tip about Weave. I had considered it broadly but it specifically was what let me reach the first softcap without sets or anything else. Thanks for that. Being unhittable is pretty funny.

  On 5/3/2020 at 10:55 PM, Werner said:

My experience is with DM/SR Scrappers and Brutes, so I'm not sure how much it translates to Tankers. Hopefully someone will correct me if it doesn't. But I'm guessing hit 59%+ defense to all positions, get enough recharge to run Smite -> Midnight Grasp -> Smite -> Siphon Life, then focus on resistance, hit points, regeneration, sustainable endurance, various status resistances and debuff resistances, and so on. I wouldn't shoot for just basic 45% soft cap, particularly on a Tanker, where getting the defense is much easier than on a Scrapper or Brute. But yes, the 3% defense uniques are a must have.

Expand  

Getting 45% was really just the first baby step. I just hit level 35 today and will be taking a little time to just enjoy running missions and existing in the medium-level zones. I'm plugging away at alignment missions and plan to pick up some soul mastery eventually. About how much global recharge is needed for that chain? I need some slots in Dark Consumption as well as one or two more endurance uniques and that should help a lot with my endurance issues.

 

 

I'll be looking over the various high-end builds posted here, too.

Posted
  On 5/3/2020 at 11:09 PM, Bill Z Bubba said:

easily hits capped SL damres thanks to the scaling resists.

Expand  

This is IMHO the trick to Tanker SR. Capping S/L res is doable, and coupled with 59% defense and capped DDR makes you the most survivable character in the game against the most common damage type. No healing required, passive regen + panacea/preventive medicine procs will top you off against anything (S/L) the game throws at you.

Of course, there's more than this damage type. So it's a good thing you've got Siphon Life as a DM. Perhaps for your particular combo it might make sense to not chase S/L res as much and instead grab F/C/E/N res whenever available, for more rounded mitigation.

Posted
  On 5/5/2020 at 12:40 PM, Blastit said:

Is it in any way worth it to enhance Siphon Life for healing?

Expand  

You tell me ...

  • Theft of Essence - Healing
  • Theft of Essence - Accuracy/Healing
  • Theft of Essence - Accuracy/Endurance/Healing
  • Theft of Essence - Accuracy/Endurance/Recharge
  • Theft of Essence - Chance for +Endurance
  • Touch of the Nictus - Chance for Negative Energy Damage
     
  • 10% (0.45 HP/sec) Regeneration
  • 1.8% Max End
  • 5% Enhancement(Heal)
  • 3% DamageBuff(All)

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Posted (edited)
  On 5/5/2020 at 12:40 PM, Blastit said:

Is it in any way worth it to enhance Siphon Life for healing?

Expand  

 

I don't on my DM/Inv brute. SL is just another attack that happens to top off my health bar. That said, there's probably some procs out there that might be a solid fit if you can fit them in. EDIT: heh, as Redlynne just posted.

Edited by Bill Z Bubba
Posted (edited)
  On 5/5/2020 at 12:40 PM, Blastit said:

Is it in any way worth it to enhance Siphon Life for healing?

Expand  

Might be worth it to put a Healing IO in it instead of a damage proc but not 100% sure it's worth it to lose a ton of damage for it, the power only heals like 5% of your hp anyways

Edited by Seigmoraig
Posted
  On 5/5/2020 at 1:06 PM, Bill Z Bubba said:

EDIT: heh, as Redlynne just posted.

Expand  

That's the slotting I use for Dehydrate on my Water/Ice Corruptor build.  Turns the power into a Mega Sustain™ that both heals damage and ADDS endurance.

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Posted (edited)
  On 5/5/2020 at 12:40 PM, Blastit said:

Is it in any way worth it to enhance Siphon Life for healing?

Expand  

Yes. It goes from healing 328 HP to 577 HP. That means it goes 14.7% to 21.8% (I forgot to add accolades). AKA one Life Siphon nearly heals for 1/4th of my green bar every 5 seconds (3 seconds recharge + 2 seconds animation time).   Wrong, read the post below.

  On 5/5/2020 at 1:07 PM, Seigmoraig said:

Might be worth it to put a Healing IO in it instead of a damage proc but not 100% sure it's worth it to lose a ton of damage for it, the power only heals like 5% of your hp anyways

Expand  

17%, not 5%.

 

 

Unlike Redlynne I prefer to frankenslot for damage. I lose the set bonuses, but get

 

wzlpBx6.png?1

 

and that's with one damage proc in the power. I'd like to lower the recharge further and do Siphon Life, Smite, Shadow Punch instead of Siphon Life, Shadow Punch, Smite, Shadow Punch, but even with SL at 95% recharge I'd still get around a 0.5 gap, which is fine, I guess, once someone in the party throws Speed Boost, or the new mini SB in Elec Affinity, or AM, or whatever. It's difficult to fit everything AND a damage proc with just six slots though, so I prefer throwing an extra Shadow Punch since DM's fun for me is being a punchy puncher buzzsaw.

 

In fact, with the Rad Armor primary being so good for survival it would be very satisfying to throw out Siphon Life and just go ham on Gloom, Shadow Punch, Smite, Shadow Punch, all fast like 1.3, 1.0, 1.2, 1.0.  For exemping purposes Siphon life would need to be kept, I guess.

Edited by Sovera
  • Like 2
Posted (edited)
  On 5/5/2020 at 1:58 PM, Sovera said:

17%, not 5%.

Expand  

Must be some other set bonuses in play, on my 41 DM tank it heals for 173.14 of my 1887.2 HP which is 9% of my health. Yeah I was off on my 5% guesstimate from looking at my health bar move in the team window but not THAT far off

Capture.PNG

Edited by Seigmoraig
Posted (edited)
  On 5/5/2020 at 2:21 PM, Seigmoraig said:

Must be some other set bonuses in play, on my 41 DM tank it heals for 173.14 of my 1887.2 HP which is 9% of my health

Capture.PNG

Expand  

Probably because you're not at max level? Let me go check.

 

 

Edit: I went to take a look and you're right. At level 50 on a clean build an unenhanced Siphon Life heals for 187 HP or 10% HP. HD shows Siphon Life healing for 377, or 17%, with a clean build.

 

With three generic heal IOs it heals for 20% on the basic level 50 HP of 1877. With a full build and accolades the HP goes to 2662  which makes the static HP value of Siphon Life go down to a 14% heal.

 

Even though the numbers are no longer as impressive (in particular since I had 76% heal stats instead of 99%, which makes the heal 328HP, or 12% of 2662HP) I still advocate frankenslotting from the basic 7% heal SL has (once all IOed and accoladed out).

 

Thanks for the heads-up, Seig, and I'll go make a note over HD's thread.

Edited by Sovera
  • Like 1
Posted
  On 5/5/2020 at 1:05 PM, Redlynne said:

You tell me ...

  • Theft of Essence - Healing
  • Theft of Essence - Accuracy/Healing
  • Theft of Essence - Accuracy/Endurance/Healing
  • Theft of Essence - Accuracy/Endurance/Recharge
  • Theft of Essence - Chance for +Endurance
  • Touch of the Nictus - Chance for Negative Energy Damage
     
  • 10% (0.45 HP/sec) Regeneration
  • 1.8% Max End
  • 5% Enhancement(Heal)
  • 3% DamageBuff(All)
Expand  

I use similar slotting on Life Drain on my Dark blaster. I use 4x Theft of Essense (heal, heal/rech, acc/heal, acc/end/heal) with 2x Devastation (acc/dmg, dmg/rech). I get a 237 hp (19.7% heal) up every 4 seconds along with 191 dmg (53% enh). I lose the 3% dmg buff but get another 12% regen (22% total). 

Posted
  On 5/5/2020 at 12:22 PM, Blastit said:
  On 5/3/2020 at 10:55 PM, Werner said:

Smite -> Midnight Grasp -> Smite -> Siphon Life

Expand  

About how much global recharge is needed for that chain?

Expand  

It looks like you need 345% recharge in Midnight Grasp. You have 100% base, call it +95% from slotting, +20% from Quickness, +70% Hasten, so about +60% global. Easy to five slot LotG on a Super Reflexes for +37.5%, so +22.5% from other sources.  

Posted (edited)

I took Bill Z's SR/Claws build and rebuilt it using my SR/Fire build as the base, which is more all-around survival focused.  I'll attach it below.

I have less recharge, so the ST chain goes from FU-Focus-Slash to FU-Swipe-Focus-Slash-Swipe.  For AoE, you can drop both Swipes for one Spin.

 

I could rebuild my SR/Fire for ~+30-40 ST DPS and more AoE DPS (albeit smaller diameter) by redoing it as SR/Claws.  *sigh* *argh*

Then again, my SR/Fire is net End positive even going full out AoE and the Claws would lose ~0.6 end/sec.

 

  Reveal hidden contents

 

Edited by Caulderone
Posted

I was tanking a steamroll ITF yesterday on my 50+ SR tank (set to +2 as most of the team was under 50). Was midway through the 2nd mission before I noticed Tough and Weave weren't toggled on. That's how awesome SR is.

  • Haha 3
Posted
  On 5/8/2020 at 4:16 PM, Uun said:

I was tanking a steamroll ITF yesterday on my 50+ SR tank (set to +2 as most of the team was under 50). Was midway through the 2nd mission before I noticed Tough and Weave weren't toggled on. That's how awesome SR is.

Expand  

 

Autohit fluffy? Scuse me while scaling resists make me not give a damn.

  • 3 weeks later
Posted (edited)

I use siphon life as 4/2 damage/heal:  4xSuperior Blistering Cold + 2xPreventive Medicine.  It's a meh heal that is ok for topping off, but it's also my 2nd best attack (shadow punch, siphon, shadow maul).  I dropped Midnight Grasp, as it slowed my DPS/DPA chain due to decent recharge.  As I'm sure you know by now, Mids is wrong in the heal% for Siphon Life.  It is about 10% (base?).  @Bopper or some other numbers guru would know best.

 

For me, Siphon (in-game) is this (I have 2410.52 hp):

  Reveal hidden contents

 

I added in Aid Self for an "oh crap" situation, that heals me for ~745hp and it's up every 6-7 seconds, should I really need to heal.  Medicine pool also gives one Injection, which I 4-slot with Cloud Senses for the 6.25% recharge, as well as +max end and E/N resist.  It's a great set, and I use it on bosses/AVs for that little debuff.,, not sure how good it is, but hey, a debuff is a debuff.

 

  Reveal hidden contents

Without accolades/incarnate stuff here are my totals:

image.png.f69ae3ef3766b6f57f703609b4e57342.png

Edited by r0y
Posted
  On 5/26/2020 at 5:57 AM, r0y said:

As I'm sure you know by now, Mids is wrong in the heal% for Siphon Life.  It is about 10% (base?)

Expand  

This was actually fixed in a recent update. It should show 10% for Tankers.


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Posted

Relying HEAVILY on Roy's very clever work above, I've fiddled with something to get a bit more damage out and variety in the attack chain, at the cost of a chunk of the survival he offers.  My expectation is will still be tough enough for most things, but able to solo better (I dont get to team as much as I would like).

 

Attack Cycle is going to be Gloom->Smite->Punch->Siphon->Smite for single target DPS (you could get a bit more weaving in Oblit, but its hard to juggle), or if you want to heal more, Smite->Punch->Siphon->Punch

 

Anything good is because I ripped off Roy and learned from how he slots things, anything bad is because I tried to make it do stuff it shouldnt.  🙂

 

Incarnate softcap, 51% S/L, 36% F/C, 24% T/P, 18% E/N (Im worried about the E/N, should I be?)

 

Anyway, criticism sought.

 

 

  Reveal hidden contents

 

 

  • Thanks 1

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

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