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Posted (edited)

I've decided recently to re-concept my Elec/Psi Dominator as an Elec/Psi Tanker. The hope is to build a sap-Tanker with some control-ish capabilities with Boggle.

 

I'm familiar with slotting for Dominators but not for Tankers. Can you take a look at the build below and give pointers? 

 

Current incarnate plans are Musculature for Damage + End Mod, and Destiny Barrier. 

 

I couldn't cap all Defense due to not having any base in Electric to work from, but hopefully ~40% melee and 31.5 Ranged is a decent enough base. The proc in Mass Levitate adds some additional Resist (I assume, never used it) that should bring S/L up to 85%, which hopefully works with the residual 5% in Destiny Barrier to keep me capped at 90% resist to S/L/F/C/En/Psi. Neg still has a hole and I patched Toxic as much as I could, but that's a big hole to try to patch.

 

Thanks!

 

image.thumb.png.d033cc44299bede011fb4f93859ef1f5.png

 

 

 

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

social medium tanker: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Psionic Melee
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Charged Armor -- GldArm-3defTpProc(A), GldArm-ResDam(3), GldArm-End/Res(3)
Level 1: Mental Strike -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg(7)
Level 2: Conductive Shield -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-ResDam(9), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(11)
Level 4: Lightning Field -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(13), SprAvl-Acc/Dmg/EndRdx(13), SprAvl-Acc/Dmg/Rchg(15), SprAvl-Acc/Dmg/EndRdx/Rchg(15)
Level 6: Telekinetic Blow -- SprGntFis-Dmg/EndRdx/Rchg(A), SprGntFis-Dmg/Rchg(17), SprGntFis-Acc/Dmg/EndRdx/Rchg(17), SprGntFis-Rchg/+Absorb(19), SprGntFis-Acc/Dmg/Rchg(19)
Level 8: Static Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-Rchg/ResDam(21), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx(23), UnbGrd-EndRdx/Rchg(23)
Level 10: Grounded -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(27), UnbGrd-Rchg/ResDam(27)
Level 12: Boxing -- Empty(A)
Level 14: Energize -- NmnCnv-Heal(A), NmnCnv-Heal/Rchg(29), NmnCnv-Heal/EndRdx/Rchg(29), NmnCnv-EndRdx/Rchg(31), NmnCnv-Heal/EndRdx(31), NmnCnv-Regen/Rcvry+(31)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Psi Blade Sweep -- Arm-Dmg(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(34), Arm-Dmg/EndRdx(34), Arm-Dam%(34)
Level 22: Tough -- StdPrt-ResDam/Def+(A)
Level 24: Combat Jumping -- Rct-ResDam%(A)
Level 26: Concentration -- GssSynFr--Build%(A)
Level 28: Boggle -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(36), CrcPrs-Acc/Conf/Rchg(36), CrcPrs-Acc/Rchg(36), CrcPrs-Conf/EndRdx(37), CrcPrs-Conf%(37)
Level 30: Weave -- ShlWal-ResDam/Re TP(A), ShlWal-Def/EndRdx/Rchg(37), ShlWal-EndRdx/Rchg(39), ShlWal-Def/Rchg(39), ShlWal-Def(39), ShlWal-Def/EndRdx(40)
Level 32: Taunt -- PrfZng-Dam%(A)
Level 35: Power Sink -- PreOptmz-EndMod/Rech(A), PreOptmz-Acc/Rech(40), PreOptmz-EndMod/Acc/End(40), PreOptmz-EndMod/Acc/Rech(42), PreOptmz-EndMod/End(45), PreOptmz-EndMod/End/Rech(50)
Level 38: Mass Levitate -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(42), SprMghoft-Acc/Dmg/Rchg(42), SprMghoft-Dmg/EndRdx/Rchg(43), SprMghoft-Rchg/Res%(43)
Level 41: Electrifying Fences -- PwrTrns-Dam/EndMod(A), PwrTrns-Dam/Acc/End(43)
Level 44: Greater Psi Blade -- Hct-Dmg(A), Hct-Dmg/Rchg(45), Hct-Acc/Dmg/Rchg(45), Hct-Acc/Rchg(46), Hct-Dmg/EndRdx(46), Hct-Dam%(46)
Level 47: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50), Rgn-Knock%(50)
Level 49: Maneuvers -- Ksm-ToHit+(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 -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 50: Musculature Radial Paragon 
------------
------------
Set Bonus Totals:

  • 10.5% DamageBuff(Smashing)
  • 10.5% DamageBuff(Lethal)
  • 10.5% DamageBuff(Fire)
  • 10.5% DamageBuff(Cold)
  • 10.5% DamageBuff(Energy)
  • 10.5% DamageBuff(Negative)
  • 10.5% DamageBuff(Toxic)
  • 10.5% DamageBuff(Psionic)
  • 27.88% Defense(Melee)
  • 20.69% Defense(Smashing)
  • 20.69% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 12.25% Defense(Energy)
  • 12.25% Defense(Negative)
  • 6% Defense(Psionic)
  • 18.5% Defense(Ranged)
  • 6% Defense(AoE)
  • 5.4% Max End
  • 7.5% Enhancement(Max EnduranceDiscount)
  • 4% Enhancement(Confused)
  • 53.75% Enhancement(RechargeTime)
  • 45% Enhancement(Accuracy)
  • 6% Enhancement(Heal)
  • 302.2 HP (16.13%) HitPoints
  • Knockback (Mag -3)
  • Knockup (Mag -3)
  • MezResist(Confused) 155%
  • MezResist(Held) 155%
  • MezResist(Immobilized) 155%
  • MezResist(Sleep) 155%
  • MezResist(Stunned) 155%
  • MezResist(Terrorized) 155%
  • MezResist(Teleport) 100% (20% chance)
  • 22.5% (0.38 End/sec) Recovery
  • 44% (3.44 HP/sec) Regeneration
  • 30% ResEffect(SpeedFlying)
  • 30% ResEffect(RechargeTime)
  • 30% ResEffect(SpeedRunning)
  • 11.75% Resistance(Smashing)
  • 11.75% Resistance(Lethal)
  • 38% Resistance(Fire)
  • 38% Resistance(Cold)
  • 25.25% Resistance(Energy)
  • 25.25% Resistance(Negative)
  • 50% Resistance(Toxic)
  • 50% Resistance(Psionic)
| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
|-------------------------------------------------------------------|
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|B62A8F791D8A016B949E88042EF31F059805A0|
|-------------------------------------------------------------------|

 

 

Edited by oedipus_tex
Posted (edited)

Well, I discovered something disappointing.

 

Mids reports Electric Fences to have -16% Endurance. In game, the actual number is much lower, only 5%, which is not enough to meaningfully make this into a sapper.

 

Power Sink is still good, but mainly as an endurance restoration tool. 

 

Can a drain-tank work for Tankers without pairing Elec Armor with Elec Melee? I was hopeful the Mu app would cover it, but it doesn't seem to in practice.

 

Also, I was quite surprised that Electric Fences on Tankers stops knockdown. The version on Electric Controllers does not do this. I also thought it would, at a minimum, have been converted the way Earth, Fire, Ice, and Plant Control all have been from totally stopping knock to converting kb to kd. Was it missed during that update?   

Edited by oedipus_tex
Posted
12 minutes ago, oedipus_tex said:

Well, I discovered something disappointing.

 

Mids reports Electric Fences to have -16% Endurance. In game, the actual number is much lower, only 5%, which is not enough to meaningfully make this into a sapper.

 

Power Sink is still good, but mainly as an endurance restoration tool. 

 

Can a drain-tank work for Tankers without pairing Elec Armor with Elec Melee? I was hopeful the Mu app would cover it, but it doesn't seem to in practice.

 

Also, I was quite surprised that Electric Fences on Tankers stops knockdown. The version on Electric Controllers does not do this. I also thought it would, at a minimum, have been converted the way Earth, Fire, Ice, and Plant Control all have been from totally stopping knock to converting kb to kd. Was it missed during that update?   

Yeah it would be hard to make a tank an outright sapper like a Troller, if it could a nerf would be in order cause it would be unstoppable.

 

You can drain but usually your damage will kill them before its anywhere close to a troller or Dominator.

 

If you are looking for a tanky troller build that will sap everything around it to nothing and be unscathed try this build.

 

Absolute_Surge_-_Controller_Electric_Control_-_Storm_Summoning.mxd

  • Like 1
Posted (edited)

Thanks Infinitum.

 

The Tanker was an experiment to see how my Elec/Psi Dominator would perform as a Tanker. Elec/Psi Tanker has a lot of conceptual overlap with Elec/Psi Dom. The Elec/Psi Dom is a very good sapper, especially when I run him as Elec/Psi/Mu (right now he's swapped to Ele/Psi/Primal for the better damage). I was disappointed in the Tanker as a sapper, but he does still run content well.

 

The best Sapper-with-armor build I've found is Elec/Elec/Elec or Elec/Energy/Elec Sentinel. With that build I can crash enemy endurance very reliably. But, no Confuse power. 😞

 

I guess overall this points to game balance being on point. None of the three combos is especially better than the others, all have their merits.

Edited by oedipus_tex
  • Like 1

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