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Posted

Looking for some feedback. You'll notice some "weird" things like no Hasten and the Medicine Pool. I opt'd out of Hasten because with all the other +recharge my Foot Stomp recharges less that 1s slower than on my Brute with Hasten. This also allowed me to pick up the Medicine Pool and aside from being able to self heal, with Shield lacks, I was able to grab another 2.25% S/L res. 

 

I would love some feedback on any adjustments to be made, thoughts about my pool choices breaking from the norm. Thanks!

 

 

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Posted (edited)

As built your Rage is not Perma and carries an unnecessary end mod, swap to a Rech Redux at a minimum to at least keep a minimum level of performance. Hasten is worth having just to get double stacked Rage and a faster cycling KO Blow. Now, double stacking Rage is considerably a personal choice/opinion, but the set performs much better with the full capabilities at the ready. Looking at how you've built things, I don't really see much a reason to have not taken it.

 

Having plenty of experience with defense sets that don't have a heal component, I've never seen much an excuse for taking Aid Self to try and fill that void. The time it takes to activate the ability is just too long to be meaningful, and often ends up detracting from better things that could be happening. You can keep it in, of course, but I'd say Taunt is a much more worthy ability to have at your disposal as Tanker just for its -Range alone to keep things within your AAO aura. Defense can go a long way with proper passive healing and stacked up Resistances like what Shield can carry.

 

I'd also argue getting an actual travel power in there with Mystic Flight to get into Rune of Protection to help push up your Resistances during Rage crashes.

 

This is with some modifications to improve the overall build and get Rage better in line, also adds a significant buffer of defense to help with the -20% Def crash, while also putting the build into iCap territory for Melee/AoE. Also improved endurance usage (combination of slotting and global end redux bonuses):

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 Technology Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Medicine
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Deflection -- ShlWal-Def(A), ShlWal-Def/EndRdx(3), ShlWal-Def/EndRdx/Rchg(3), ShlWal-ResDam/Re TP(5), StdPrt-ResDam/Def+(5), GldArm-3defTpProc(7)
Level 1: Jab -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(13), SprMghoft-Acc/Dmg/Rchg(15), SprMghoft-Dmg/EndRdx/Rchg(15), SprMghoft-Acc/Dmg/EndRdx/Rchg(17), SprMghoft-Rchg/Res%(19)
Level 2: Punch -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(21), SprGntFis-Acc/Dmg/Rchg(21), SprGntFis-Dmg/EndRdx/Rchg(23), SprGntFis-Acc/Dmg/EndRdx/Rchg(23), SprGntFis-Rchg/+Absorb(25)
Level 4: Haymaker -- Hct-Dmg(A), Hct-Dam%(25), Hct-Acc/Dmg/Rchg(34), Hct-Acc/Rchg(34), Hct-Dmg/EndRdx(36), FrcFdb-Rechg%(36)
Level 6: Battle Agility -- Rct-Def(A), Rct-Def/EndRdx(7), Rct-ResDam%(13), Rct-EndRdx/Rchg(17), Rct-Def/Rchg(19), Rct-Def/EndRdx/Rchg(42)
Level 8: True Grit -- Prv-Heal(A), Prv-Heal/EndRdx(9), NmnCnv-Heal/EndRdx(9), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(48)
Level 10: Active Defense -- EndRdx-I(A)
Level 12: Against All Odds -- EndRdx-I(A)
Level 14: Phalanx Fighting -- LucoftheG-Def/Rchg+(A)
Level 16: Aid Other -- Prv-Absorb%(A)
Level 18: Grant Cover -- LucoftheG-Def/Rchg+(A)
Level 20: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/Rchg(37), UnbCns-Dam%(37), FrcFdb-Rechg%(40)
Level 22: Kick -- FrcFdb-Rechg%(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), UnbGrd-Max HP%(31)
Level 26: Shield Charge -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/EndRdx(27), SprAvl-Acc/Dmg/Rchg(29), SprAvl-Acc/Dmg/EndRdx/Rchg(29), SprAvl-Rchg/KDProc(34)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(43)
Level 30: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(42), LucoftheG-Def/EndRdx/Rchg(50), LucoftheG-Def(50), LucoftheG-EndRdx/Rchg(50)
Level 32: Maneuvers -- LucoftheG-Def/EndRdx(A), Rct-Def/EndRdx/Rchg(33), Rct-Def/EndRdx(46)
Level 35: Electrifying Fences -- EnfOpr-Acc/Immob/Rchg(A), EnfOpr-Acc/EndRdx(42), EnfOpr-EndRdx/Immob(43)
Level 38: Foot Stomp -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40), FrcFdb-Rechg%(40)
Level 41: One with the Shield -- ImpArm-ResPsi(A)
Level 44: Ball Lightning -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), SprFrzBls-Rchg/ImmobProc(46)
Level 47: Aid Self -- Prv-Heal(A), Prv-Heal/EndRdx(48)
Level 49: Field Medic -- EndRdx-I(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 -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(43), RgnTss-Regen+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(33), PrfShf-End%(33)
Level 50: Agility Core Paragon
------------

 


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And this one takes out the Medicine Pool and gets Taunt into the build:

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 Technology Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Sorcery
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Deflection -- ShlWal-Def(A), ShlWal-Def/EndRdx(3), ShlWal-Def/EndRdx/Rchg(3), ShlWal-ResDam/Re TP(5), StdPrt-ResDam/Def+(5), GldArm-3defTpProc(7)
Level 1: Jab -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(13), SprMghoft-Acc/Dmg/Rchg(15), SprMghoft-Dmg/EndRdx/Rchg(15), SprMghoft-Acc/Dmg/EndRdx/Rchg(17), SprMghoft-Rchg/Res%(19)
Level 2: Punch -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(21), SprGntFis-Acc/Dmg/Rchg(21), SprGntFis-Dmg/EndRdx/Rchg(23), SprGntFis-Acc/Dmg/EndRdx/Rchg(23), SprGntFis-Rchg/+Absorb(25)
Level 4: Haymaker -- Hct-Dmg(A), Hct-Dam%(25), Hct-Acc/Dmg/Rchg(34), Hct-Acc/Rchg(34), Hct-Dmg/EndRdx(36), FrcFdb-Rechg%(36)
Level 6: Battle Agility -- Rct-Def(A), Rct-Def/EndRdx(7), Rct-ResDam%(13), Rct-EndRdx/Rchg(17), Rct-Def/Rchg(19), Rct-Def/EndRdx/Rchg(42)
Level 8: True Grit -- Prv-Heal(A), Prv-Heal/EndRdx(9), NmnCnv-Heal/EndRdx(9), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(48)
Level 10: Active Defense -- EndRdx-I(A)
Level 12: Against All Odds -- EndRdx-I(A)
Level 14: Phalanx Fighting -- LucoftheG-Def/Rchg+(A)
Level 16: Mystic Flight -- WntGif-ResSlow(A)
Level 18: Grant Cover -- LucoftheG-Def/Rchg+(A)
Level 20: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/Rchg(37), UnbCns-Dam%(37), FrcFdb-Rechg%(40)
Level 22: Kick -- FrcFdb-Rechg%(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), UnbGrd-Max HP%(31)
Level 26: Shield Charge -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/EndRdx(27), SprAvl-Acc/Dmg/Rchg(29), SprAvl-Acc/Dmg/EndRdx/Rchg(29), SprAvl-Rchg/KDProc(34)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(43)
Level 30: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(42), LucoftheG-Def/EndRdx/Rchg(50), LucoftheG-Def(50), LucoftheG-EndRdx/Rchg(50)
Level 32: Maneuvers -- LucoftheG-Def/EndRdx(A), Rct-Def/EndRdx/Rchg(33), Rct-Def/EndRdx(46)
Level 35: Electrifying Fences -- EnfOpr-Acc/Immob/Rchg(A), EnfOpr-Acc/EndRdx(42), EnfOpr-EndRdx/Immob(43)
Level 38: Foot Stomp -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40), FrcFdb-Rechg%(40)
Level 41: Spirit Ward -- Prv-Absorb%(A)
Level 44: Ball Lightning -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), SprFrzBls-Rchg/ImmobProc(46)
Level 47: Rune of Protection -- RechRdx-I(A), RechRdx-I(48)
Level 49: One with the Shield -- ImpArm-ResPsi(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 -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(43), RgnTss-Regen+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(33), PrfShf-End%(33)
Level 50: Agility Core Paragon
------------

 


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Quick edit that I forgot to mention: Rage in those builds will be at 87/s, with active FF+Rech procs going off that will be a lot closer to 70ish/s which is a good spot to be in. Adding another of those procs into KO Blow will also help build potential of cycling that attack more often.

Edited by Sir Myshkin
  • Like 1
  • Thanks 1
Posted (edited)

Honestly, the entire Medicine pool is simply sucking powers and slots from where they could be more useful.

If someone needs assistance, standing on top of them, trying to use Aid Other, while you're tanking a group is sub optimal.

They'll get up, get whacked once, and they're frenching floor again immediately.

Optimal slotting for Health is the Miracle Unique, the Numina Unique and the Panacea Unique.  If you have left-over slots (ha ha), the Regenerative Tissue and Preventative Measures Uniques are Nice To Have too.

As Myshkin noted, the EndRedux in Rage, and lack of Recharge isn't ideal.  If you don't have problems hitting things, just toss two 50+5 boosted Common IOs in there.

If you want to boost your chances to hit a bit more, toss in two Membrane Exposure Hami-Os.  If the market's swimming in Membranes, buy enough to +3 them.

Were I rebuilding you, I'd go after something like this:

 

Spoiler

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

Click this DataLink to open the build!

Level 50 Technology Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Deflection -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(3), UnbGrd-ResDam:50(3), UnbGrd-ResDam/EndRdx:50(5), UnbGrd-Rchg/ResDam:50(5), UnbGrd-ResDam/EndRdx/Rchg:50(7)
Level 1: Jab -- 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 -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(13), ShlWal-ResDam/Re TP:50(13), Rct-ResDam%:50(15)
Level 4: Haymaker -- Mk'Bit-Acc/Dmg:50(A), Mk'Bit-Dmg/EndRdx:50(19), Mk'Bit-Dmg/Rchg:50(19), Mk'Bit-Acc/EndRdx/Rchg:50(21), Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(21), Mk'Bit-Dam%:50(23)
Level 6: True Grit -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(23), UnbGrd-Rchg/ResDam:50(25), UnbGrd-ResDam/EndRdx/Rchg:50(25), Heal-I:50(27), Heal-I:50(27)
Level 8: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(29)
Level 10: Taunt -- PrfZng-Dam%:50(A)
Level 12: Against All Odds -- HO:Enzym(A), HO:Enzym(29)
Level 14: Phalanx Fighting -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(31)
Level 16: Kick -- FrcFdb-Rechg%:50(A)
Level 18: Grant Cover -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx:50(31)
Level 20: Knockout Blow -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(31), SprBlsCol-Acc/Dmg/EndRdx:50(33), SprBlsCol-Acc/Dmg/Rchg:50(33), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(33), SprBlsCol-Rchg/HoldProc:50(34)
Level 22: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(34), UnbGrd-Rchg/ResDam:50(34), UnbGrd-ResDam/EndRdx/Rchg:50(36), StdPrt-ResDam/Def+:30(36), GldArm-3defTpProc:50(36)
Level 24: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(37)
Level 26: Shield Charge -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(37), SprAvl-Acc/Dmg/EndRdx:50(37), SprAvl-Acc/Dmg/Rchg:50(39), SprAvl-Acc/Dmg/EndRdx/Rchg:50(39), SprAvl-Rchg/KDProc:50(39)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(40)
Level 30: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(40)
Level 32: One with the Shield -- ImpArm-ResPsi:40(A), Ags-Psi/Status:50(40)
Level 35: Hurl -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(42), SprWntBit-Acc/Dmg/EndRdx:50(42), SprWntBit-Acc/Dmg/Rchg:50(42), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(43), SprWntBit-Rchg/SlowProc:50(43)
Level 38: Foot Stomp -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(43), SprGntFis-Acc/Dmg/Rchg:50(45), SprGntFis-Dmg/EndRdx/Rchg:50(45), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(45), SprGntFis-Rchg/+Absorb:50(46)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(46)
Level 44: Electrifying Fences -- JvlVll-Acc/Dmg/End/Rech:50(A), Ann-Acc/Dmg/EndRdx/Rchg:50(46), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(48), OvrFrc-Acc/Dmg/End/Rech:50(48)
Level 47: Ball Lightning -- Rgn-Dmg/Rchg:50(A), Rgn-Acc/Dmg/Rchg:50(48), Rgn-Acc/Rchg:50(50), Rgn-Dmg/EndRdx:50(50), Rgn-Knock%:50(50)
Level 49: Super Jump -- WntGif-ResSlow: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(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(17)
Level 50: Agility Core Paragon
------------

 

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Also, you've GOTTA be careful with those Force Feedback procs.
If you leave one in a power and don't turn it off, you get a skewed view of your native Recharge.
 

Edited by Hyperstrike
  • Thanks 1

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted
5 hours ago, Lady War said:

The Medicine Pool sounded cool in theory...

 

Can't wait to start building this. 

 

The medicine pool IS great 'in theory'.
Trick arrow defenders and the occasional dom/controller can potentially get great use out of it, and I have seen it used on stalkers occasionally well too.

But things that count on being in the center of the spawn... even if it cannot be interrupted it's usually a big waste of slots.

Posted

This is my current build for Iron Joe. I find that I really don't need much healing beyond inspirations unless in Incarnate content. So I picked up Rebirth and Melee Core for times I need some extra Regen. With Rage it's recharge matches up so the only time it's down is during Rage crash.

 

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IronJoe.png

Posted
3 hours ago, Marshal_General said:

Is SS really worth using on a defense build with the rage crash? It seems it would do better on builds that are more resist based.


Honestly?  If you have Phalanx Fighting saturated, the Defense crash will do next to nothing to you.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted
3 minutes ago, Marshal_General said:

Unless you are solo. Then.....splat?


If you're soloing, just make sure you don't charge into a huge group with Rage in the process of crashing.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted
3 hours ago, Marshal_General said:

Unless you are solo. Then.....splat?

I'd also point out that Shield isn't a purely defense set and has resists built in. With the right power choices and sets on top of the built in powers, the resists are quite respectable. I'd still like the crash to go though since I hate crashes in game. You only need to really watch for it as leveling up though as at end game it's only the -damage part of the crash that's noticeable.

Posted
8 hours ago, Marshal_General said:

Unless you are solo. Then.....splat?

The build I posted above has enough Melee and AoE to pretty much ignore the crash in solo content. The crash, while it sucks, is truthfully a non-issue for IO building. 

Posted
2 hours ago, Sir Myshkin said:

The build I posted above has enough Melee and AoE to pretty much ignore the crash in solo content. The crash, while it sucks, is truthfully a non-issue for IO building. 

 

Additionally, there these little things called INSPIRATIONS that can be used to get you over a hump, like a crash.
For most standard content, still not needed.
For INCARNATE content, like the Incarnate BP missions in DA...

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

  • 5 weeks later
Posted
14 hours ago, Floust said:

Sir Myshkin,

So what travel power do you use?

Personally I used Super Speed traditionally, but with the inclusion of Speed of Sound having Jaunt is just way too useful in my book, so I try and stick with that if I can.

Posted

Maybe I'm a bit odd, but I find double rage stacking and the associated double crashes too annoying to put up with, so I just make sure I single stack it. YMMV of course.

 

When I saw the power field medic existed, I somehow assumed medicine pool might now  be worth a damn. Nope. Field medic is pretty much worthless (it doesn't work at all on aid self).

Posted (edited)

 

Sir Myshkin,
I guess what I should have asked is - What is the travel power on the first build on this page? Or am I missing something?

Also, what are your thoughts on this build? I am currently 46 and get wrecked on large mobs ATM. What would you recommend? I have no slotted IOs slotted at the moment.

 

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Deflection

  • (A) Shield Wall - Defense/Endurance
  • (3) Shield Wall - Defense
  • (3) Shield Wall - Defense/Endurance/Recharge
  • (5) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (9) Steadfast Protection - Resistance/+Def 3%
  • (9) Gladiator's Armor - TP Protection +3% Def (All)

Level 1: Jab

  • (A) Superior Might of the Tanker - Accuracy/Damage
  • (5) Superior Might of the Tanker - Damage/Recharge
  • (11) Superior Might of the Tanker - Accuracy/Damage/Recharge
  • (11) Superior Might of the Tanker - Damage/Endurance/Recharge
  • (13) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
  • (13) Superior Might of the Tanker - Recharge/Chance for +Res(All)

Level 2: Punch

  • (A) Superior Gauntleted Fist - Accuracy/Damage
  • (7) Superior Gauntleted Fist - Damage/RechargeTime
  • (15) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (15) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (17) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
  • (17) Superior Gauntleted Fist - RechargeTime/+Absorb

Level 4: Haymaker

  • (A) Hecatomb - Damage
  • (23) Hecatomb - Chance of Damage(Negative)
  • (23) Hecatomb - Accuracy/Damage/Recharge
  • (25) Hecatomb - Accuracy/Recharge
  • (25) Hecatomb - Damage/Endurance
  • (27) Force Feedback - Chance for +Recharge

Level 6: Battle Agility

  • (A) Reactive Defenses - Scaling Resist Damage
  • (7) Reactive Defenses - Defense/Endurance
  • (19) Reactive Defenses - Defense
  • (19) Reactive Defenses - Endurance/RechargeTime
  • (21) Reactive Defenses - Defense/RechargeTime
  • (21) Reactive Defenses - Defense/Endurance/RechargeTime

Level 8: True Grit

  • (A) Unbreakable Guard - Resistance
  • (27) Unbreakable Guard - Resistance/Endurance
  • (29) Unbreakable Guard - RechargeTime/Resistance
  • (29) Preventive Medicine - Heal
  • (31) Preventive Medicine - Heal/Endurance
  • (31) Numina's Convalesence - +Regeneration/+Recovery

Level 10: Active Defense

  • (A) Endurance Reduction IO

Level 12: Against All Odds

  • (A) Endurance Reduction IO

Level 14: Phalanx Fighting

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 16: Hasten

  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO

Level 18: Super Speed

  • (A) Winter's Gift - Slow Resistance (20%)

Level 20: Knockout Blow

  • (A) Superior Blistering Cold - Accuracy/Damage
  • (31) Superior Blistering Cold - Damage/Endurance
  • (33) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (33) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (33) Unbreakable Constraint - Chance for Smashing Damage
  • (34) Force Feedback - Chance for +Recharge

Level 22: Kick

  • (A) Force Feedback - Chance for +Recharge

Level 24: Tough

  • (A) Unbreakable Guard - Resistance
  • (34) Unbreakable Guard - Resistance/Endurance
  • (34) Unbreakable Guard - RechargeTime/Resistance
  • (36) Unbreakable Guard - +Max HP

Level 26: Shield Charge

  • (A) Superior Avalanche - Accuracy/Damage
  • (36) Superior Avalanche - Damage/Endurance
  • (36) Superior Avalanche - Accuracy/Damage/Endurance
  • (37) Superior Avalanche - Accuracy/Damage/Recharge
  • (37) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (37) Superior Avalanche - Recharge/Chance for Knockdown

Level 28: Rage

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge

Level 30: Weave

  • (A) Luck of the Gambler - Defense/Endurance
  • (39) Luck of the Gambler - Defense/Recharge
  • (39) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (40) Luck of the Gambler - Defense
  • (40) Luck of the Gambler - Defense/Endurance/Recharge

Level 32: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (40) Reactive Defenses - Defense
  • (42) Reactive Defenses - Defense/Endurance

Level 35: Electrifying Fences

  • (A) Performance Shifter - Chance for +End
  • (42) Enfeebled Operation - Endurance/Immobilize

Level 38: Foot Stomp

  • (A) Armageddon - Chance for Fire Damage
  • (42) Armageddon - Damage/Recharge
  • (43) Armageddon - Accuracy/Damage/Recharge
  • (43) Armageddon - Damage
  • (43) Armageddon - Damage/Endurance
  • (45) Force Feedback - Chance for +Recharge

Level 41: One with the Shield

  • (A) Impervium Armor - Psionic Resistance

Level 44: Ball Lightning

  • (A) Superior Frozen Blast - Accuracy/Damage
  • (45) Superior Frozen Blast - Damage/Endurance
  • (45) Superior Frozen Blast - Accuracy/Damage/Endurance
  • (46) Superior Frozen Blast - Accuracy/Damage/Recharge
  • (46) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
  • (46) Superior Frozen Blast - Recharge/Chance for Immobilize

Level 47: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (48) Luck of the Gambler - Defense/Endurance

Level 49: Taunt

  • (A) Mocking Beratement - Recharge

Level 1: Brawl

  • (A) Empty

Level 1: Gauntlet 


Level 1: Prestige Power Dash

Edited by Floust
Posted
On 7/16/2020 at 8:19 AM, Floust said:

I guess what I should have asked is - What is the travel power on the first build on this page? Or am I missing something?

Also, what are your thoughts on this build? I am currently 46 and get wrecked on large mobs ATM. What would you recommend? I have no slotted IOs slotted at the moment.

That first spoiler'd build was a direct response to Lady War's build, which did not include a travel power. In the event of offering suggestive feedback I will try not to remove/alter power selection choices of a player's build. The second suggested (spoiler'd) build does have Mystic Flight included, however (and would be the more likely suggested between those two specifically).

 

As for the build, if you're running with nothing slotted, than that is your problem right there. That build empty and void of enhancement is really lacking. Even at a bare minimum getting some basic IO's (or even SO's if you must) to get some enhancement is going to open up a world of survivability. That defense needs to hit 40-45% to really start making a difference in your life, and even with just basic slotting you can hit that range. Also remember that Shield Charge and Foot Stomp are just as much AoE damage as they are Control (KD effects) to limit incoming attacks.

Posted
16 hours ago, Zer0 Hour said:

@ironjoe I really like your build! Had a question, though. How are your attack chains and whatnot without higher recharge?

Typically it's: Haymaker, Foot Stomp, Knockout Blow, Haymaker, and then maybe jab if everything isn't already dead when playing on a team. Hand Clap gets rotated in during Rage crashes or other times requiring more control and Shield Charge when it's up. Taunt also gets tossed in for -range when things are too spread out firing ranged attacks. Alternatively drop Hand Clap in that build for Hasten to have more recharge. I'll look up the second hasten build when home as I was considering going that route as a minor change.

Posted
2 hours ago, ironjoe said:

Typically it's: Haymaker, Foot Stomp, Knockout Blow, Haymaker, and then maybe jab if everything isn't already dead when playing on a team. Hand Clap gets rotated in during Rage crashes or other times requiring more control and Shield Charge when it's up. Taunt also gets tossed in for -range when things are too spread out firing ranged attacks. Alternatively drop Hand Clap in that build for Hasten to have more recharge. I'll look up the second hasten build when home as I was considering going that route as a minor change.


I've never, EVER seen the utility of Hand Clap.

Yes.  Maybe in the pre-IO days, before solid Soft-Cap became "A thing", it'd be a combat reset power for things like Rage crashes or CDF.

But tossing carefully herded enemies out?
BAD!  BAAAAAAAAAAD!

Still.  With Sudden Acceleration KB-KD, Force Feedback +Rech and 4 Acc/Rech IOs out of Taunt and Stun sets, it DOES become a more effective Crowd Control power...

As noted, I'd be more inclined to go Hasten.  But that's probably just historical antipathy.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted (edited)
4 hours ago, Hyperstrike said:


I've never, EVER seen the utility of Hand Clap.

Yes.  Maybe in the pre-IO days, before solid Soft-Cap became "A thing", it'd be a combat reset power for things like Rage crashes or CDF.

But tossing carefully herded enemies out?
BAD!  BAAAAAAAAAAD!

Still.  With Sudden Acceleration KB-KD, Force Feedback +Rech and 4 Acc/Rech IOs out of Taunt and Stun sets, it DOES become a more effective Crowd Control power...

As noted, I'd be more inclined to go Hasten.  But that's probably just historical antipathy.

For a while I would do a lot of PuG task forces where I was really carrying the team. That extra knock down was helpful in mitigated some of the AOE damage less optimized Brutes/Scrappers were walking into while being near me. There was also just the theme of Shield Charge/Foot Stomp/KO Blow Haymaker/Hand Clap keeping things perma flopping. Then some of it was just mental in that during rage crash I just die inside a little using Foot Stomp and seeing a bunch of single digits float up. Just drop a Sudden Acceleration in there and they stay in place and I feel like I'm doing something during crash. I guess I was also thinking whenever they do that rework of Rage they might add in some minor damage to Hand Clap to balance out what ever other changes they make but that has obviously been set on the back burner unless I missed something.

 

Edit: And this is what I was mulling over when swapping in Hasten. Basically I got hasten and moved around a few things for more damage in boxing and 3.8% more S/L resist. Keeps with my other goals of soft-capped defenses, solid resists across the board, and hitting hard.

 

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Edited by ironjoe
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