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Basic Tank Resist Cap Question


Gravesend75

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Lets see if I can put this in a way that's understandable. A resist tank, lets say Invulnerability for example, has a cap of 90% smashing/lethal. How would one get to that number? Does it make sense to 6 slot something like Temporary Invulnerability even though there are diminishing returns after slotting three Damage Resist enhancements? 

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Set bonuses. 6 slot your attacks. Use sets that add type resists that you are lacking.

4 slot most primary(defensive or resistance) powers, unless its a heal or a damage aura, or like invinc adds defense.

Some also use Tough from the fighting pool.

 

 

 

You don't need to max out 90% S/L to survive. Eating an orange inspiration gives you temporary boost to all resists. 

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You may find it useful to shoot for 80 or so with toughness off.  Toughness can boost you to 90 if necessary, and the ATO proc may as well.

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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Normally, you're only going to get +50% or so pre-Alpha from slotting.

 

On a Taniker, you'll also normally get an across-the-board boost of +6.75% from the ATO proc.

 

The two Tanker ATOs also provide +12% S/L between them (although you may find it more worthwhile to split the ATO to get +12% E/N but only +6% S/L).

 

So if you've got +30% from a primary toggle, +15% from Toughness, you can slot that for 1.5x performance (67.5%), plus the +12% and +6.75% would give us 86.25%. A few stray low-hanging fruit like Obliteration 2-set and we'll be at the hard-cap without too much effort.

 

For the resist-based sets (Dark, Electric, Radiation, Fire), hard-capping S/L tends to be almost pro-forma. Each of those sets has a preferred resists (Negative, Energy, Toxic, Fire) that can be hard-capped (or nearly so) even without slotting, while they also tend to have weak resists (Energy, Negative, Cold, Cold) that are unusually hard to reach cap.

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Fortunately, Negative and Cold are almost unheard of at endgame.

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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1 hour ago, Uun said:

Try fighting Banished Pantheon in DA missions.

Fair!  For whatever reason (despite my characters tending to have similar resists to F/C/E/NE), its always been the Energy Damage dealers that flattened me the hardest - mostly notably the Paragon Police Department Awakened Division, AKA 'Cascade Collapse in a Can'.  

 

Though in all fairness, the Banished ARE pretty terrible.  For me it was all the debuffing...

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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For soloing Banished Pantheon in Dark Astoria missions, my /Dark Brute leans on Barrier Core. 30 seconds of incarnate soft cap defense and hard cap resistance to all but Toxic, and usually only Energy then also dropping under the hard cap. I've seen resistance debuffs, but it's mostly a ton of defense debuffs, and resistance and healing can keep me standing even when defense debuffed. But Barrier wouldn't plug Dark's energy hole as well when tanking for a group or with lower level or fewer enemies due to moving from spawn to spawn much faster than 2 minutes. Plugging the hole is perhaps less necessary in those cases, though.

 

Answering the OP, I get to 90% resists with:

  • Tough
  • well-slotted but generally not over-slotted powers
  • set bonuses
  • uniques
  • Cardiac Core
  • Barrier Core

Easier to hit 90% on a Tanker than on a Brute, of course, so there'd likely be more room in the build to do more about the energy hole than I did.

Edited by Werner
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21 hours ago, Gravesend75 said:

Lets see if I can put this in a way that's understandable. A resist tank, lets say Invulnerability for example, has a cap of 90% smashing/lethal. How would one get to that number? Does it make sense to 6 slot something like Temporary Invulnerability even though there are diminishing returns after slotting three Damage Resist enhancements? 


As others have pointed out, you use set bonuses.  6-slotting is a waste in most cases.

For Invuln, getting to 90% S/L is easy.  Hell, you can get to a point where you can turn off Tough!

But Invuln isn't technically a Resist Tank.  It/s a hybrid Resist/Defense setup.
I'm not sure it's actually possible to 90% an Invuln to all Resist types.
Outside of clicky/T9 "dragged out suicide" powers
Or if it IS, you're severely compromising on Defense and attacks.

Fire/Elec/Rad, these are Resist-centric armor sets.  And yeah, it's possible to cap out all your Resist types and still chuck some sacrificial Defense on top of that to further decrease damage taken.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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2 hours ago, marcussmythe said:

Fair!  For whatever reason (despite my characters tending to have similar resists to F/C/E/NE), its always been the Energy Damage dealers that flattened me the hardest - mostly notably the Paragon Police Department Awakened Division, AKA 'Cascade Collapse in a Can'.  

 

Though in all fairness, the Banished ARE pretty terrible.  For me it was all the debuffing...

Rad has a huge hole to cold damage. I hadn't realized the BP had so much of it.

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Hunh.  Me neither!

 

At least cold resist is easy to patch, because Winter-Os?

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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15 hours ago, Uun said:

Rad has a huge hole to cold damage. I hadn't realized the BP had so much of it.


?????
 

Spoiler

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

Click this DataLink to open the build!

Zap-Slash: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Dual Blades
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Charged Armor -- GldArm-ResDam:50(A), GldArm-Res/Rech/End:50(3), GldArm-End/Res:50(3), GldArm-3defTpProc:50(5), StdPrt-ResDam/Def+:30(5)
Level 1: Nimble Slash -- Hct-Dmg/Rchg:50(A), Hct-Acc/Dmg/Rchg:50(7), Hct-Acc/Rchg:50(7), Hct-Dmg/EndRdx:50(9), Hct-Dam%:50(9), Hct-Dmg:50(11)
Level 2: Lightning Field -- Mlt-Acc/Dmg:50(A), Mlt-Dmg/EndRdx:50(11), Mlt-Dmg/Rchg:50(13), Mlt-Acc/EndRdx:50(13), Mlt-Acc/Dmg/EndRdx:50(15), Mlt-Dmg/EndRdx/Rchg:50(15)
Level 4: Ablating Strike -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(19), SprMghoft-Acc/Dmg/Rchg:50(21), SprMghoft-Dmg/EndRdx/Rchg:50(21), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(23), SprMghoft-Rchg/Res%:50(23)
Level 6: Conductive Shield -- GldArm-ResDam:50(A), GldArm-Res/Rech/End:50(25), GldArm-End/Res:50(25), GldArm-RechRes:50(27)
Level 8: Static Shield -- GldArm-ResDam:50(A), GldArm-Res/Rech/End:50(27), GldArm-End/Res:50(29), GldArm-RechRes:50(29)
Level 10: Taunt -- PrfZng-Dam%:50(A), PrfZng-Taunt/Rchg/Rng:50(31)
Level 12: Grounded -- GldArm-ResDam:50(A), GldArm-Res/Rech/End:50(31), GldArm-End/Res:50(31), GldArm-RechRes:50(33)
Level 14: Energize -- DctWnd-Heal/Rchg:50(A)
Level 16: Typhoon's Edge -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(33), Arm-Acc/Dmg/Rchg:50(33), Arm-Acc/Rchg:50(34), Arm-Dmg/EndRdx:50(34), Arm-Dam%:50(34)
Level 18: Lightning Reflexes -- Run-I:50(A)
Level 20: Blinding Feint -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(36), SprGntFis-Acc/Dmg/Rchg:50(36), SprGntFis-Dmg/EndRdx/Rchg:50(36), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(37), SprGntFis-Rchg/+Absorb:50(37)
Level 22: Kick -- FrcFdb-Rechg%:50(A)
Level 24: Tough -- GldArm-ResDam:50(A), GldArm-Res/Rech/End:50(37), GldArm-End/Res:50(39), GldArm-RechRes:50(39)
Level 26: Power Sink -- PrfShf-EndMod/Acc/Rchg:50(A), EffAdp-EndMod/Acc/Rchg:50(39)
Level 28: Vengeful Slice -- OvrFrc-Acc/Dmg:50(A), OvrFrc-End/Rech:50(40), OvrFrc-Acc/Dmg/End:50(40), OvrFrc-Dmg/End/Rech:50(40), OvrFrc-Acc/Dmg/End/Rech:50(42)
Level 30: Weave -- ShlWal-Def:50(A), ShlWal-Def/EndRdx:50(42), ShlWal-ResDam/Re TP:50(42), Rct-ResDam%:50(43), ShlWal-Def/EndRdx/Rchg:50(43)
Level 32: Combat Jumping -- ShlWal-Def:50(A), ShlWal-Def/EndRdx:50(43), ShlWal-Def/Rchg:50(45), ShlWal-Def/EndRdx/Rchg:50(45)
Level 35: Sweeping Strike -- ScrDrv-Acc/Dmg:50(A), ScrDrv-Acc/Dmg/EndRdx:50(45), ScrDrv-Dmg/Rchg:50(46), PrfZng-Acc/Rchg:50(46), PrfZng-Dam%:50(46), ScrDrv-Dmg/EndRdx:50(48)
Level 38: One Thousand Cuts -- Mlt-Acc/Dmg:50(A), ScrDrv-Acc/Dmg/EndRdx:50(48), ScrDrv-Dmg/EndRdx:50(48), ScrDrv-Dmg/Rchg:50(50), PrfZng-Acc/Rchg:50(50), PrfZng-Dam%:50(50)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- Prv-Absorb%:50(A)
Level 47: Super Speed -- WntGif-ResSlow:50(A)
Level 49: Assault -- 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(17), Mrc-Rcvry+:40(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(19)
Level 50: Resilient 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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