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The Tank Gods. . .


theDarkeOne

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On 8/25/2020 at 3:00 AM, Sovera said:

Looking at Fire/Katana the only thing I can really point a finger is at how badly it exemps. One tap of Divine Avalanche softcaps and more stacks will just help with defense debuffs. This in turns frees so much slotting that Hasten goes down to 125 seconds. Easy rotation with a 0.2 gap of Divine Avalanche, Soaring Dragon, Golden Dragonfly. Nice place for a FF proc.

 

But dat exemplaring. All the way up to 35 with only Flashing Steel, Divine Avalanche and Burn. We -could- take and/or slot the T1/T2, in a world with infinite powers and slots, but if exemped to at least 33 those powers and slots would gather dust uselessly.

yeah but i use my all mighty Fire claw mid range bomber for exemplaring :

 

 

 

😉

Edited by Tsuko
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5 hours ago, Bill Z Bubba said:

Arcanatime shows the truth!

On a Tanker:

Energy Punch w/ 3 50 Damage IO's @ 1.056/s: 153 per Activation

Total Focus w/ 3 50 Damage IO's @ 3.432: 544.4 per activation

 

Energy Punch DPA for 1.056/s: 144.9

Total Focus DPA for 3.432/s: 158.6

 

Energy Punch's damage adjusted over 3.432/s: 497.25

Energy Punch over 3 activations (3.168/s): 459

 

Energy Punch if it misses 1 of 3 in 3.168/s: 306

Total Focus if it misses in 3.432/s: 0

 

TF>BS>ET>BS chain: 9.768, 1,743.6 damage, DPS of 178.5

DPS of chain w/ one missed TF: 122.76

DPS of chain w/ one missed ET: 107.1

DPS of chain w/ one missed ET and TF: 51.37

24.56 attacks per minute, at 5% miss: 1.24 attacks, of which 2 in 4 (50%) chance of being ET or TF ("equally" devastating).

 

EP>BS>EP>ET>EP>B: 9.372, 1,609.1 damage, DPS of 171.69

DPS of chain w/ one missed EP: 155.36

DPS of chain w/ one missed ET: 97.27

DPS of chain w/ one missed EP and ET: 80.95

38.41 attacks per minute, at 5% miss: 1.92 attacks, of which 1 in 6 (20%) chance of being ET (most devastating).

 

Purely for analysis. TF > ET chain is more promising, especially towards procs (if they can be included), but it takes a strong amount of global recharge to keep their probability up. EP inclusive chain is more forgiving on demands and is also more forgiving on misses, has more low-tier variety that one missed attack doesn't necessarily sink the proverbial ship.

 

If my time on Kinetic Melee taught me anything it was: (Big Animation = Bad DPS) if (Big Animation = Best Attack) and (Big Animation * 2(Best Attack) = Very Bad DPS)

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3 hours ago, Sir Myshkin said:

On a Tanker:

Energy Punch w/ 3 50 Damage IO's @ 1.056/s: 153 per Activation

Total Focus w/ 3 50 Damage IO's @ 3.432: 544.4 per activation

 

Energy Punch DPA for 1.056/s: 144.9

Total Focus DPA for 3.432/s: 158.6

 

Energy Punch's damage adjusted over 3.432/s: 497.25

Energy Punch over 3 activations (3.168/s): 459

 

Energy Punch if it misses 1 of 3 in 3.168/s: 306

Total Focus if it misses in 3.432/s: 0

 

TF>BS>ET>BS chain: 9.768, 1,743.6 damage, DPS of 178.5

DPS of chain w/ one missed TF: 122.76

DPS of chain w/ one missed ET: 107.1

DPS of chain w/ one missed ET and TF: 51.37

24.56 attacks per minute, at 5% miss: 1.24 attacks, of which 2 in 4 (50%) chance of being ET or TF ("equally" devastating).

 

EP>BS>EP>ET>EP>B: 9.372, 1,609.1 damage, DPS of 171.69

DPS of chain w/ one missed EP: 155.36

DPS of chain w/ one missed ET: 97.27

DPS of chain w/ one missed EP and ET: 80.95

38.41 attacks per minute, at 5% miss: 1.92 attacks, of which 1 in 6 (20%) chance of being ET (most devastating).

 

Purely for analysis. TF > ET chain is more promising, especially towards procs (if they can be included), but it takes a strong amount of global recharge to keep their probability up. EP inclusive chain is more forgiving on demands and is also more forgiving on misses, has more low-tier variety that one missed attack doesn't necessarily sink the proverbial ship.

 

If my time on Kinetic Melee taught me anything it was: (Big Animation = Bad DPS) if (Big Animation = Best Attack) and (Big Animation * 2(Best Attack) = Very Bad DPS)

Should that be TF > EP? Both chains have ET where only one has EP. Admittedly it is very early here and I am not fully awake, so I may have misread something that makes it clear whether it is ET or EP.

 

Edit: never mind me. I take it it is saying the chain that uses TF then ET is better, rather than saying that the chain that uses TF is better than the one that uses E(T orP).

(I guess I am just used to ">" being "greater than")

 

Edited by CaptainLupis

Bopper: "resistance resists resistible resistance debuffs"

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6 hours ago, Tsuko said:

yeah but i use my all mighty Fire claw mid range bomber for exemplaring :

 

Clawsfire7.PNG.1efe7ec46e1cdfc0995388e7d67e7e82.PNG

 

😉

 

And that's why I'm stopping. Nothing beats this combo as an all arounder and my brief altitis burst has shown this.

6 hours ago, Tsuko said:

you certainly right 😛 but what i m sure it's that my fire / nrj tanker nerver did 2540 dmg live.

 

for a tanker, hitting above 1K is already silly on the most resistant AT of the game ^^

This is another thing. Mids' numbers always confused me. What do they even mean? When I use them it is just to compare since they never seem to match what I get in game.

 

Edited by Sovera
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Slotted the Fire/EM. Took it to the test server and T4ed it.  No clickies used.

 

Reactive Interface = 4 minutes.

 

Degenerative = 3:28 minutes

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1 hour ago, Sovera said:

Slotted the Fire/EM. Took it to the test server and T4ed it.  No clickies used.

 

Reactive Interface = 4 minutes.

 

Degenerative = 3:28 minutes

2:54 with Assault Core Hybrid toggled on for my Fire/EM tank. Musc/Degen/Assault all T4. Had a much worse 1st run but then stuck another KB protect in Fly for 12 protection. Amazing how much DPS goes up when you're not getting blasted on to your ass.

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1 hour ago, Infinitum said:

Did you use assault core or radial?

No clickies.

1 hour ago, Bill Z Bubba said:

2:54 with Assault Core Hybrid toggled on for my Fire/EM tank. Musc/Degen/Assault all T4. Had a much worse 1st run but then stuck another KB protect in Fly for 12 protection. Amazing how much DPS goes up when you're not getting blasted on to your ass.

I always cheat and create a SG to get the KB protection from the base empowerment.

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11 hours ago, sammcs said:

Care to post a build @Piecemeal? I've been eyeing this combo ever since I read your post lol

So I kind of oops'ed this build a bit.

I based it off a pre-sunset build and then worked into today's environment.

 

It's got the stats where I need it but the power picks aren't in the right spots.

 

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!

MeTanksta v1: Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Radiation Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Charged Armor

  • (A) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance/Recharge
  • (3) Reactive Armor - Resistance/Endurance/Recharge
  • (5) Reactive Armor - Resistance

Level 1: Contaminated Strike

  • (A) Kinetic Combat - Accuracy/Damage
  • (5) Mako's Bite - Accuracy/Endurance/Recharge
  • (7) Kinetic Combat - Damage/Endurance
  • (7) Kinetic Combat - Damage/Recharge
  • (9) Kinetic Combat - Damage/Endurance/Recharge

Level 2: Conductive Shield

  • (A) Reactive Armor - Resistance/Endurance
  • (11) Reactive Armor - Resistance
  • (11) Reactive Armor - Endurance
  • (13) Reactive Armor - Resistance/Recharge

Level 4: Radioactive Smash

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

Level 6: Static Shield

  • (A) Reactive Armor - Resistance/Endurance
  • (9) Reactive Armor - Endurance/Recharge
  • (19) Reactive Armor - Resistance/Recharge
  • (19) Reactive Armor - Resistance

Level 8: Grounded

  • (A) Steadfast Protection - Knockback Protection
  • (23) Steadfast Protection - Resistance/+Def 3%

Level 10: Combat Jumping

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (21) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (48) Kismet - Accuracy +6%
  • (50) Reactive Defenses - Scaling Resist Damage

Level 12: Energize

  • (A) Preventive Medicine - Chance for +Absorb
  • (25) Preventive Medicine - Heal
  • (27) Preventive Medicine - Heal/RechargeTime/Endurance
  • (27) Preventive Medicine - Endurance/RechargeTime
  • (46) Preventive Medicine - Heal/RechargeTime

Level 14: Super Jump

  • (A) Springfoot - Endurance/Jumping

Level 16: Taunt

  • (A) Perfect Zinger - Taunt
  • (29) Perfect Zinger - Taunt/Recharge
  • (29) Perfect Zinger - Taunt/Recharge/Range
  • (31) Perfect Zinger - Accuracy/Recharge
  • (31) Perfect Zinger - Taunt/Range
  • (31) Perfect Zinger - Chance for Psi Damage

Level 18: Proton Sweep

  • (A) Superior Gauntleted Fist - Accuracy/Damage
  • (21) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (25) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (40) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
  • (45) Superior Gauntleted Fist - RechargeTime/+Absorb

Level 20: Fusion

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge

Level 22: Lightning Field

  • (A) Eradication - Chance for Energy Damage
  • (23) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (36) Scirocco's Dervish - Damage/Endurance
  • (46) Eradication - Accuracy/Recharge
  • (46) Eradication - Accuracy/Damage/Recharge
  • (48) Eradication - Accuracy/Damage/Endurance/Recharge

Level 24: Boxing

  • (A) Kinetic Combat - Accuracy/Damage
  • (33) Kinetic Combat - Damage/Endurance
  • (33) Kinetic Combat - Damage/Recharge
  • (33) Kinetic Combat - Damage/Endurance/Recharge

Level 26: Tough

  • (A) Aegis - Resistance/Endurance
  • (34) Aegis - Psionic/Status Resistance
  • (34) Unbreakable Guard - +Max HP
  • (34) Unbreakable Guard - Resistance/Endurance

Level 28: Power Sink

  • (A) Perfect Zinger - Taunt
  • (37) Perfect Zinger - Taunt/Recharge
  • (37) Perfect Zinger - Chance for Psi Damage
  • (40) Perfect Zinger - Taunt/Recharge/Range
  • (43) Perfect Zinger - Accuracy/Recharge
  • (43) Perfect Zinger - Taunt/Range

Level 30: Weave

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

Level 32: Lightning Reflexes

  • (A) Run Speed IO

Level 35: Maneuvers

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

Level 38: Radiation Siphon

  • (A) Superior Blistering Cold - Recharge/Chance for Hold
  • (39) Superior Blistering Cold - Damage/Endurance
  • (39) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (39) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (40) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime

Level 41: Atom Smasher

  • (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
  • (42) Overwhelming Force - Endurance/Recharge
  • (42) Overwhelming Force - Accuracy/Damage/Endurance
  • (42) Overwhelming Force - Damage/Endurance/Recharge
  • (43) Overwhelming Force - Accuracy/Damage/Endurance/Recharge

Level 44: Irradiated Ground

  • (A) Superior Avalanche - Recharge/Chance for Knockdown
  • (45) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (45) Superior Avalanche - Damage/Endurance
  • (50) Superior Avalanche - Accuracy/Damage/Endurance
  • (50) Superior Avalanche - Accuracy/Damage/Recharge

Level 47: Gloom

  • (A) Thunderstrike - Accuracy/Damage/Recharge

Level 49: Power Surge

  • (A) Impervious Skin - Status Resistance

Level 1: Brawl

  • (A) Empty

Level 1: Sprint

  • (A) Empty

Level 2: Rest

  • (A) Empty

Level 1: Gauntlet 


Level 0: The Atlas Medallion 
Level 6: Ninja Run 
Level 2: Swift
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"Science. Science, my friend, requires radical gambles and adventures in malpractice sometimes. Take solace in the fact that I tested the majority of these things on the dead, the re-dead, and the nearly departed before I went to live trials.

 

Honestly, most of my "specimens" were several iterations past being considered a human being with their original fingerprints, teeth, or IDs. So it was rather a lot like experimenting on moaning clay putty."

 


Got time to spare? Want to see Homecoming thrive? Consider volunteering as a Game Master! For science and community!

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10 hours ago, Sir Myshkin said:

If my time on Kinetic Melee taught me anything it was: (Big Animation = Bad DPS) if (Big Animation = Best Attack) and (Big Animation * 2(Best Attack) = Very Bad DPS)

The EP chain my have better consistency but man, I don’t take energy melee to rabbit punch something to death.   I’ll stick with the higher risk v reward meaty chunks chain.  

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Guardian survivor

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I end up playing a lot of my characters as if they were a tank.

 

My favorite "tanks" include:

Rad Blast/Fire Manipulation Blaster

Poison/Rad Defender

Plant/Nature Controller

Elec/Cold Controller

Elec/Psi Domi

Water/Storm Corruptor

Rad/Dark Scrapper

Warshade

Crab/Bane (the Soldier/Widow use select build macros to hot swap back/forth mid mission)

Fort/Night

Elec/Bio Stalker

 

and lastly the actual tanks:

Elec/Rad Tanker

Invuln/MA Tanker

 

 

 

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17 hours ago, Bill Z Bubba said:

Arcanatime shows the truth!

I wonder if Arcanatime still exists in the game. I was doing a test recently with a Scrapper's Eagles Claw to see how the Critical Hit buff window works. I tested the follow rotations (I used the alternative animation for Crippling Axe Kick and Storm Kick):

 

EC > CAK > SK 

20200825_075003.jpg.93ce893593812c02c1f8731885a54b04.jpg

 

EC > Cobra > SK

Screenshot_20200825-075040_Discord.jpg.2a2dfef7719833273af15bc8c662eb25.jpg

 

Crippling Axe Kick has a cast time of 1.6s while Cobra Strike has a cast time of 1.67s, however both have an arcanatime of 1.848s. So you would think Storm Kick would have the same Critical Hit performance as it begins its cast 1.848s after Eagles Claw ends. However, the performance is far better for SK when it follows CAK (1.6s cast time). I don't understand why this is and I may never get around to looking into it further, but it does make me wonder if the arcanatime from Live no longer is the same as it is on Homecoming. 

 

For what its worth, the critical hit buff from Eagles Claw is +33% for 2s. Storm Kick has a 15% chance to crit, so the expected "good" performance is 48% crit rate. I saw 42% in my Test 5, and I saw 21% in my Test 8. The perfromance skewing below expections for "good" and above expectations for "bad" may just be randomness from the relatively small sample size. But it is possible the "good" sometimes misses the buff window while the "bad" sometimes gets the buff window. Either way, there is clearly something up that seems to not follow arcanatime like we would expect.

 

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PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


Bopper's Tools & Formulas                         Mids' Reborn                       

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I've always felt something was wrong with Cobra Strike specifically. It feels much longer than 1.848s. I attribute it to the look of the animation. Maybe there is something else there. How would we go about testing animation times? /demorecord and then parsing the resulting file for tics between activations?

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18 minutes ago, nihilii said:

I've always felt something was wrong with Cobra Strike specifically. It feels much longer than 1.848s. I attribute it to the look of the animation. Maybe there is something else there. How would we go about testing animation times? /demorecord and then parsing the resulting file for tics between activations?

I wish I had even the remote sense of a possible clue to even begin such an endeavor.

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4 hours ago, Brutal Justice said:

The EP chain my have better consistency but man, I don’t take energy melee to rabbit punch something to death.   I’ll stick with the higher risk v reward meaty chunks chain.  

Actually, rabbit-punching something to death sounds kind of fun, sometimes.

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I have to say, this is one of the best, most-informative threads. I thought it was gonna be just a bunch of d!c$-swinging, but of course I should have figured that, being the tank forum, it would end up being super helpful. (That may sound internet-facetious, but it's totally sincere.)

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7 minutes ago, VV said:

I have to say, this is one of the best, most-informative threads. I thought it was gonna be just a bunch of d!c$-swinging, but of course I should have figured that, being the tank forum, it would end up being super helpful. (That may sound internet-facetious, but it's totally sincere.)

For the most part, this community has mostly been helpful and informative. . . True sometimes we argue and bicker - usually over math (which thankfully I am to dumb to argue about) - but the OG (Original Gamers) are usually exceptionally helpful. 

I think the biggest issue I have with this thread is I need to quit reading it because everytime there is a new response I make a new tank!

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5 minutes ago, theDarkeOne said:

I think the biggest issue I have with this thread is I need to quit reading it because everytime there is a new response I make a new tank!

LMAO, I am having the same issue!

 

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1 hour ago, nihilii said:

How would we go about testing animation times? /demorecord and then parsing the resulting file for tics between activations?

I never used demorecord, but if the fidelity is good, that sounds like a good way to go. Other options could include summoning Arcanaville. If you @ them 3 times, they may appear Beetlejuice style.


PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


Bopper's Tools & Formulas                         Mids' Reborn                       

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19 minutes ago, Bopper said:

I never used demorecord, but if the fidelity is good, that sounds like a good way to go. Other options could include summoning Arcanaville. If you @ them 3 times, they may appear Beetlejuice style.

I may be a tank, but I'm not THAT brave!

Bopper: "resistance resists resistible resistance debuffs"

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On 8/24/2020 at 2:33 PM, Gobbledegook said:

Elec and Rad are quite similar. Rad just has a little more and no knockback worries 

I was a super fan of elec armor.

 

But compared to Rad armor, the elec armor toxic hole cost too much and is almost mandatory to fill 😕

Vous souhaitez rejoindre un canal de discussion 100% Français ?

Vous souhaitez faire des TF Chill ou 4 étoiles avec des Francophones de tout pays ?

Vous souhaitez avoir accès à la meilleure base de données avec les meilleurs builds et ressources en Français ?

"La lune Bleue" est le canal de discussion qu'il vous faut !

N'attendez plus ! Contactez nous en jeu, ou notre Discord  https://discord.gg/GwTeNMrz6z

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1 hour ago, nihilii said:

How would we go about testing animation times? /demorecord and then parsing the resulting file for tics between activations?

I don’t see anything that resembles timestamps in a demorecord. There has to be something there, though. 

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@Bill Z Bubba! @Bill Z Bubba!

 

Check this out! 😄

 

Fire Armor/Rad melee, all T4, no clickies.

 

Using Reactive 75% chance of fire DoT:

- 3:02

- 3:10

 

Using Degenerative:

- 3:38 (bad luck streak here)

- 2:59 (zoly crap, finally beat the 3 minute barrier)

 

Both are still super close together beating the common knowledge that Degenerative was supposed to be the best option VS pylons.

 

And just for luck Degenerative + Assault 65% chance:

 

- 2:20

 

I used a rotation of Burn, Gloom, Radioactive Smash, Radiation Siphon, Radioactive Smash. Fit very neatly together. Gloom could be exchanged for Contaminate and free a butt load of slots for only the small price of going from 389 damage to 139.

 

😛

 

The numbers are not super incredible since they fit the norm (both Martial and Claws had times ranging between 3:15-3:30. Even EM had a 3:30 time, BUT, consider the set has the utility of a built-in heal AND it does passive AoE! Astoundingly good passive AoE.

 

It might seem I'm being facetious with the AoE claim but anyone with a Fire/Rad knows of what I talk where Burn + burn patch + damage aura + Irradiated Ground is melting stuff around us while we focus on a boss.

 

The ugly: I stripped the build so much to reach my goals that for once it actually detoggled while facing the pylon. I had to use Recovery Serums to do the tests as Consume did not keep up and I didn't even have Tough or Tactics turned on (not much reason to use Tactics anyway, other than niche reasons, as it is a mule). In multi target scenarios Consume kept up better but it was still touch and go waiting for Consume to finish recharging. Which makes sense since the build is so stripped down (damn those Kinetic Combats).

 

There's room for improvement in that aspect as even a single Kinetic Combat being taken off would help with slotting.

 

It might finally be a case of taking Cardiac. MAYBE. Because as long as Recovery Serums and Consume can be alternated (Recovery Serum is not perma) and the Serum is worth 10k a charge there is no reason to GOT TO SUCH EXTREMES!

 

I also removed Atom Smasher since I needed all the slots I could scrounge. I went to test in a Comic Con and it cleared well but having Atom Smasher would have helped.

 

Spoiler

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: Fiery Aura
Secondary Power Set: Radiation Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: zc_Leadership
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Blazing Aura -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/Rchg(3), SprGntFis-Dmg/EndRdx/Rchg(5), SprGntFis-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Contaminated Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(50)
Level 2: Fire Shield -- GldArm-3defTpProc(A), UnbGrd-ResDam(13), UnbGrd-ResDam/EndRdx(13), UnbGrd-Max HP%(15), UnbGrd-ResDam/EndRdx/Rchg(15)
Level 4: Radioactive Smash -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(19), SprMghoft-Rchg/Res%(19), SprMghoft-Dmg/EndRdx/Rchg(21), FrcFdb-Rechg%(21), GldStr-%Dam(23)
Level 6: Healing Flames -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(23), Pnc-Heal/Rchg(25), Pnc-Heal/EndRedux/Rchg(25), Pnc-Heal(27)
Level 8: Consume -- SynSck-EndMod/+RunSpeed(A), SynSck-Dam/Rech/Acc(27), SynSck-EndMod/Rech(29), SynSck-Dam/Acc/End(29), SynSck-EndMod(31), SynSck-Dam/Rech(31)
Level 10: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), Rct-ResDam%(33)
Level 12: Plasma Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(34), StdPrt-ResDam/Def+(34)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 16: Radiation Siphon -- HO:Golgi(A), HO:Golgi(36), Hct-Acc/Dmg/Rchg(36), Mk'Bit-Acc/Dmg/EndRdx/Rchg(36), CrsImp-Acc/Dmg/Rchg(37), Hct-Dam%(37)
Level 18: Burn -- Arm-Dmg/EndRdx(A), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dam%(39), Erd-%Dam(40)
Level 20: Fusion -- RechRdx-I(A), RctRtc-ToHit(40), GssSynFr--Build%(40), RctRtc-ToHit/Rchg(42)
Level 22: Fly -- BlsoftheZ-ResKB(A), WntGif-ResSlow(42)
Level 24: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(42)
Level 28: Irradiated Ground -- AchHee-ResDeb%(A), FuroftheG-ResDeb%(43), Obl-%Dam(43), Erd-%Dam(43), Mlt-Acc/Dmg/EndRdx(45), ScrDrv-Acc/Dmg/EndRdx(45)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 32: Tactics -- RctRtc-ToHit(A), RctRtc-Pcptn(45)
Level 35: Gloom -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Acc/Dmg/EndRdx(46), Apc-Dam%(46), GldJvl-Dam%(48), CldSns-%Dam(48)
Level 38: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(48), KntCmb-Dmg/Rchg(50), KntCmb-Dmg/EndRdx/Rchg(50)
Level 41: Tough -- UnbGrd-ResDam/EndRdx(A)
Level 44: Weave -- LucoftheG-Def/Rchg+(A)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(11)
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(A), Mrc-Rcvry+(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Musculature Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Banished Pantheon Radial Superior Ally
Level 50: Barrier Core Epiphany
Level 50: Assault Core Embodiment
------------

 

Edited by Sovera
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2 hours ago, Sovera said:

Both are still super close together beating the common knowledge that Degenerative was supposed to be the best option VS pylons.

I’ve found Reactive Radial to be best in my own Tanker testing on level 54 AVs, but since it was all Martial Arts, and I generally only checked pylon times after determining which option was best for AVs, I didn’t want to draw any wider conclusions. Interesting to see a similar data point.

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