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Super Reflexes for a Tanker, yay or nay?


JnEricsonx

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43 minutes ago, aethereal said:

I guess I was wondering what happens if you sacrifice the "vastly" tougher part.  Like, what kind of def/res numbers were you posting for your tanker?

 

I was thinking a really minimal investment in SR, the 8 powers of course, but probably with the toggles four-slotted or even three-slotted and the passives one or two-slotted.  At most one power pool defense power.

The SR/Staff tank I built has only 4 slots on the 3 toggles, 2 slots on the passives. All attacks are 6 slots, 38% damage bonus with Assault (pre tanker changes) and Set bonuses I wasn’t really pushing hard for. I took Tough from fighting pool and only have it slotted with unique io’s. Positional defenses are all at 60%, around 27hp/s Regen and, if I try, I can cap s/l/f/c resists and nearly cap e/n resists while at full health between the unique resist io’s, might of the tanker proc and staff’s form of the body stance... Went with musculature radial alpha and assault core hybrid because it didn’t really need anything else. I don’t even have the medicine pool because the mitigation between Sr/staff is so good I haven’t needed it. 
 

Been running hasten on auto because the bulk of my set bonuses were for +rech and half the time I forget to use the anti-mez clicky and don’t even notice. Running +3/x8 for “speed” is about as fast as doing -1/x8 on some of my other tanks, and AFAIK staff isn’t known for it’s damage potential.

 

overall I’d say I’ve been impressed with SR.

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3 hours ago, Mystic_Cross said:

The SR/Staff tank I built has only 4 slots on the 3 toggles, 2 slots on the passives. All attacks are 6 slots, 38% damage bonus with Assault (pre tanker changes) and Set bonuses I wasn’t really pushing hard for. I took Tough from fighting pool and only have it slotted with unique io’s. Positional defenses are all at 60%, around 27hp/s Regen and, if I try, I can cap s/l/f/c resists and nearly cap e/n resists while at full health between the unique resist io’s, might of the tanker proc and staff’s form of the body stance... Went with musculature radial alpha and assault core hybrid because it didn’t really need anything else. I don’t even have the medicine pool because the mitigation between Sr/staff is so good I haven’t needed it. 
 

Been running hasten on auto because the bulk of my set bonuses were for +rech and half the time I forget to use the anti-mez clicky and don’t even notice. Running +3/x8 for “speed” is about as fast as doing -1/x8 on some of my other tanks, and AFAIK staff isn’t known for it’s damage potential.

 

overall I’d say I’ve been impressed with SR.

That's really cool.  Do you have a build you can share?  I'm pretty new, so I'm not even 100% sure what some of things are you mentioned.  But I've been going for 6 slots on the attack powers, and now I have an idea where to go with my defensive powers.  I took staff for the same reason, since it offers +res on a set that doesn't have any.  I just hit 22, but so far it's been pretty good.  

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@callador0630Here's my latest SR tank build. It's for mace but should give you some ideas on SR slotting. As always, there's room for improvement.

 

image.png.81b0c315d81d33e72fa29f5b8e8ab7cf.pngimage.png.bc8f3c641393173348819b72a9a8c22a.png

 

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8 hours ago, callador0630 said:

That's really cool.  Do you have a build you can share?  I'm pretty new, so I'm not even 100% sure what some of things are you mentioned.  But I've been going for 6 slots on the attack powers, and now I have an idea where to go with my defensive powers.  I took staff for the same reason, since it offers +res on a set that doesn't have any.  I just hit 22, but so far it's been pretty good.  

This is the build I've been using for SR/Staff. It's funny though, because I know I've had s/l/f/c resists capped a few times... but looking at the build here I'm not quite sure how that happened unless I just remembered incorrectly and wasn't at full health *shrugs*. In any case, it's far from a perfect build but it plays well for me and I've never died on it. You could easily drop some of the defense bonuses and get more +dam bonuses if that's what you're after. 

 

Wp1YCOb.png

 

 

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I have it set up so that you need to change through the forms in order to get the most out of it. There's no perma-hasten by default, but you can use "form of the mind" buffs and/or the force feedback proc in kick to reach it. Movement and recharge debuff resistance is capped, so there really isn't anything that can slow you down. There's no travel power and no Taunt. I haven't found a need since I only play this solo, BUT, there are 10 attacks in the build (really more than you need, but it's fun!) five of them are AoE, four of them are ranged. With clarion radial and the tanker passive you can cover a stupidly large area with carnage, so even without taunt you can still punch-voke your way to group victory. I have hover for vertical movement, but you could easily replace that with your preferred travel power. It has decent EndRec if you have the +end accolades (accolades are toggled off in the build, but I have them) but "form of the soul" will boost recovery/regen a good bit and also gives an EndRedux buff to your attacks. "form of the body" will buff your resists, lower enemy resists and give you more +dam. However If you really just wanna be lazy, you can probably stay in Form of the Soul all the time.

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I quite enjoy my SR tank. It does require me to be more active with taunts and aoe attacks to make sure things stay on top of me, and I do hate that the mez protection is a clickie, but yeah. It's definitely fun and sturdy.

 

The only thing I would disagree on is that it is not the best tank primary for lower levels. To me, it will always be Ice for the ease of aggro management, herding and the fact that it also has very nice defenses, end management and a oh-sh!t button.

Edited by Falsey

Warning: This post may contain an opinion.

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2 hours ago, Mystic_Cross said:

It's funny though, because I know I've had s/l/f/c resists capped a few times... but looking at the build here I'm not quite sure how that happened unless I just remembered incorrectly and wasn't at full health *shrugs*.

With the Reactive Defenses unique you would have capped F/C resistance at 14% health, without it at 6%. Or at least that's my understanding of scaling resists.

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5 hours ago, Steel said:

With the Reactive Defenses unique you would have capped F/C resistance at 14% health, without it at 6%. Or at least that's my understanding of scaling resists.

For SR alone with just the Reactive Defenses unique that may be true, but staff's form of the body buff adds another +13.3% resist to all. The Might of the Tanker unique also stacks more than once, but mids only ever shows 1 stack at any given time with no way to show additional stacks, so add another +10% or so resist all because having that proc in an AoE and fighting x8 mobs can usually manage 2-3 stacks near constantly. Along with the scaling resist unique that would put me around (an estimated) 85% f/c resist and over-capped s/l resists at 40% health. Still no way it was happening at full health, so it still means I must've remembered that incorrectly, as I stated.

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2 hours ago, Mystic_Cross said:

but staff's form of the body buff adds another +13.3% resist to all.

I've got a 50 SR/Staff and I never knew that. Apparently it only applies when you use Sky Splitter - if you use Eye of the Storm the bonus debuffs your foes resistance by 10%.

Uunderdog - Rad/Rad Scrapper | Uundertaker - Rad/Dark Corruptor | Uun - MA/Inv Scrapper | Uunison - Grav/Storm Controller | Uuncola - Ice/Temp Blaster | Uundergrowth - Plant/Martial Dominator | Uunstable - SR/Staff Tank

Uunreal - Fire/Time Corruptor | Uunrest - Dark/TA Blaster | Uunseen - Ill/Poison Controller | Uuncool - Cold/Beam Defender | Uunderground - Earth/Earth Dominator | Uunknown - Mind/Psi Dominator | Uunplugged - Stone/Elec Brute

Uunfair - Archery/TA Corruptor | Uunsung - DP/Ninja Blaster | Uunflammable - Fire/Nature Controller | Uunflappable - WM/WP Brute | Uundead - Dark/Dark Tank | Uunfit - Water/Martial Blaster  | Uunwrapped - Dark/Dark Dominator

Uunchill - Ice/Kinetics Corruptor | Uunpleasant - En/En Stalker | Uunbrella - Rad/Rad Sentinel | Uunsafari - Beasts/Traps MM | Uungnome - Nature/Seismic Defender | Uunsavory - Poson/Sonic Defender | Uunicycle - BS/Shield Scrapper

Uuntouchable - Ill/Time Controller | Uunferno - Fire/Fire Tank | Uunthinkable - Psi/SR Scrapper | Uuncivil - Thugs/Elec MM | Uunnatural - Ice/Savage Dominator | Uunshockable - Elec/Bio Sentinel | Uunfathomable - Elec/Dark Controller

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2 hours ago, Bill Z Bubba said:

Wow. Would imply that a bio/staff tank would be seriously tough as nails in body/defensive modes.

You do need to wait for level 38 for it, and I don't believe it stacks with itself. Though you add that, then Defensive, then Cardiac, then the ATO proc, and yeah, you can start finally having decent energy resists for Bio Armor.

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Here is my SR/Fire build for another point of reference.

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: Super Reflexes
Secondary Power Set: Fiery Melee
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Focused Fighting -- ShlWal-Def/EndRdx(A), ShlWal-Def(21), ShlWal-Def/EndRdx/Rchg(23), ShlWal-Def/Rchg(25)
Level 1: Scorch -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(9), SprMghoft-Acc/Dmg/Rchg(9), SprMghoft-Dmg/EndRdx/Rchg(11), SprMghoft-Acc/Dmg/EndRdx/Rchg(11), SprMghoft-Rchg/Res%(13)
Level 2: Fire Sword -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg(21), PrfZng-Dam%(42), TchofDth-Dam%(42)
Level 4: Combustion -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(15), SprGntFis-Acc/Dmg/Rchg(17), SprGntFis-Dmg/EndRdx/Rchg(17), SprGntFis-Acc/Dmg/EndRdx/Rchg(19), SprGntFis-Rchg/+Absorb(19)
Level 6: Focused Senses -- GifoftheA-Def/EndRdx(A), GifoftheA-Def/Rchg(25), GifoftheA-EndRdx/Rchg(27), GifoftheA-Def/EndRdx/Rchg(27), GifoftheA-Def(45), GifoftheA-Run+(45)
Level 8: Dodge -- LucoftheG-Def/Rchg+(A)
Level 10: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40)
Level 12: Evasion -- ShlWal-Def/EndRdx(A), ShlWal-Def(33), ShlWal-Def/EndRdx/Rchg(34), ShlWal-Def/Rchg(34)
Level 14: Practiced Brawler -- RechRdx-I(A)
Level 16: Fly -- WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng(48)
Level 18: Lucky -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42)
Level 20: Kick -- Empty(A)
Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(23), UnbGrd-ResDam/EndRdx(43), UnbGrd-ResDam(43), UnbGrd-Max HP%(43), ImpSki-Status(46)
Level 24: Weave -- GifoftheA-Def/EndRdx(A), GifoftheA-Def/Rchg(34), GifoftheA-EndRdx/Rchg(37), GifoftheA-Def/EndRdx/Rchg(39), GifoftheA-Def(40), GifoftheA-Run+(40)
Level 26: Quickness -- Run-I(A)
Level 28: Fire Sword Circle -- Arm-Dmg(A), Arm-Dmg/Rchg(29), Arm-Acc/Dmg/Rchg(29), Arm-Acc/Rchg(31), Arm-Dmg/EndRdx(33), Arm-Dam%(33)
Level 30: Build Up -- AdjTrg-ToHit/Rchg(A), AdjTrg-EndRdx/Rchg(31), AdjTrg-Rchg(31)
Level 32: Combat Jumping -- ShlWal-Def/EndRdx(A), ShlWal-Def(45), ShlWal-Def/Rchg(46), ShlWal-ResDam/Re TP(46)
Level 35: Incinerate -- Hct-Dmg(A), Hct-Dmg/Rchg(36), Hct-Acc/Dmg/Rchg(36), Hct-Acc/Rchg(36), Hct-Dmg/EndRdx(37), Hct-Dam%(37)
Level 38: Focused Accuracy -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(39), AdjTrg-ToHit/EndRdx(39)
Level 41: Physical Perfection -- RgnTss-Regen+(A)
Level 44: Taunt -- PrfZng-Taunt/Rng(A), PrfZng-Taunt/Rchg/Rng(48)
Level 47: Hover -- Rct-ResDam%(A)
Level 49: Afterburner -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(50), BlsoftheZ-ResKB(50)
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 -- Qck-EndRdx/RunSpd(A)
Level 2: Rest -- IntRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3), Prv-Heal/EndRdx(5), Prv-Heal(5), Prv-Absorb%(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(7), PwrTrns-+Heal(7), PrfShf-EndMod/Rchg(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Core Paragon
Level 50: Degenerative Core Flawless Interface
Level 50: Assault Radial Embodiment
Level 50: Ageless Radial Epiphany
Level 50: Void Radial Final Judgement
------------

The survivability tool Immortality Score as your HP falls is magnificent.

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SR/MA
Respectable-ish Resists for an SR Tank.

 

Spoiler

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

Click this DataLink to open the build!

Your Kung Fu Is Weak: Level 50 Natural Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Martial Arts
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Focused Fighting -- Rct-Def:50(A), Rct-Def/EndRdx:50(3), Rct-Def/Rchg:50(3), Rct-Def/EndRdx/Rchg:50(5), Rct-ResDam%:50(5), Rct-EndRdx/Rchg:50(7)
Level 1: Thunder Kick -- Mk'Bit-Acc/Dmg:50(A), Mk'Bit-Dmg/EndRdx:50(7), Mk'Bit-Dmg/Rchg:50(9), Mk'Bit-Acc/EndRdx/Rchg:50(9), Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(11)
Level 2: Focused Senses -- Rct-Def:50(A), Rct-Def/EndRdx:50(11), Rct-Def/Rchg:50(13), Rct-Def/EndRdx/Rchg:50(13), ShlWal-ResDam/Re TP:50(15)
Level 4: Storm Kick -- 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: Agile -- LucoftheG-Rchg+:50(A)
Level 8: Practiced Brawler -- RechRdx-I:50(A)
Level 10: Dodge -- LucoftheG-Rchg+:50(A)
Level 12: Evasion -- Rct-Def:50(A), Rct-Def/EndRdx:50(25), Rct-Def/Rchg:50(25), Rct-Def/EndRdx/Rchg:50(27), Rct-EndRdx/Rchg:50(27)
Level 14: Cobra Strike -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(29), SprGntFis-Acc/Dmg/Rchg:50(29), SprGntFis-Dmg/EndRdx/Rchg:50(31), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(31), SprGntFis-Rchg/+Absorb:50(31)
Level 16: Warrior's Provocation -- MckBrt-Taunt:50(A), MckBrt-Taunt/Rchg:50(33), MckBrt-Taunt/Rchg/Rng:50(33), MckBrt-Acc/Rchg:50(33), MckBrt-Taunt/Rng:50(34), MckBrt-Rchg:50(34)
Level 18: Lucky -- LucoftheG-Rchg+:50(A)
Level 20: Crane Kick -- Mk'Bit-Acc/Dmg:50(A), Mk'Bit-Dmg/EndRdx:50(34), Mk'Bit-Dmg/Rchg:50(36), Mk'Bit-Acc/EndRdx/Rchg:50(36), Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(36)
Level 22: Kick -- Hct-Dmg/Rchg:50(A), Hct-Acc/Dmg/Rchg:50(37), Hct-Acc/Rchg:50(37), Hct-Dmg/EndRdx:50(37), Hct-Dam%:50(39), FrcFdb-Rechg%:50(39)
Level 24: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(39), UnbGrd-Rchg/ResDam:50(40), UnbGrd-ResDam/EndRdx/Rchg:50(40), StdPrt-ResDam/Def+:30(40), GldArm-3defTpProc:50(42)
Level 26: Quickness -- Run-I:50(A)
Level 28: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(42), Rct-Def/Rchg:50(42), Rct-Def/EndRdx/Rchg:50(43), Rct-EndRdx/Rchg:50(43)
Level 30: Combat Jumping -- LucoftheG-Rchg+:50(A)
Level 32: Elude -- LucoftheG-Rchg+:50(A)
Level 35: Crippling Axe Kick -- Mk'Bit-Acc/Dmg:50(A), Mk'Bit-Dmg/EndRdx:50(43), Mk'Bit-Dmg/Rchg:50(45), Mk'Bit-Acc/EndRdx/Rchg:50(45), Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(45)
Level 38: Dragon's Tail -- Arm-Dmg/Rchg:50(A), Arm-Acc/Dmg/Rchg:50(46), Arm-Acc/Rchg:50(46), Arm-Dmg/EndRdx:50(46), Arm-Dam%:50(48)
Level 41: Eagles Claw -- Mk'Bit-Acc/Dmg:50(A), Mk'Bit-Dmg/EndRdx:50(48), Mk'Bit-Dmg/Rchg:50(48), Mk'Bit-Acc/EndRdx/Rchg:50(50), Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(50)
Level 44: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- RgnTss-Regen+:30(A)
Level 1: Brawl -- Acc-I:50(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 -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+:50(A), Pnc-Heal/+End:50(15), Mrc-Rcvry+:40(17)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(17), EndMod-I:50(19)
Level 50: Ion Core Final Judgement
Level 50: Diamagnetic Core Flawless Interface
Level 50: Longbow Core Superior Ally
Level 50: Rebirth Radial Epiphany
Level 50: Melee Core Embodiment
Level 50: Cardiac 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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10 hours ago, Uun said:

I've got a 50 SR/Staff and I never knew that. Apparently it only applies when you use Sky Splitter - if you use Eye of the Storm the bonus debuffs your foes resistance by 10%.

Right. finishing with Sky Splitter always buffs you, and finishing with Eye of the Storm always debuffs enemies, regardless of which form you're in.

 

As @Sovera said, Sky Splitter comes in at 38. The form buffs don't stack with each other, but they refresh duration each time you apply them, and they last for 15 seconds. In practice, that leaves you with about a 5 second window between applying the buff and needing to begin the combo process again in order to keep it going all the time... assuming that you'll miss at least one attack.

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13 hours ago, Bill Z Bubba said:

Wow. Would imply that a bio/staff tank would be seriously tough as nails in body/defensive modes.

I've never played bio armor, but I've heard it can be a busy set. No doubt staff could make it tougher, but you'd need to keep reapplying the buff via combos while in form of the body. Could require a very active playstyle if bio is also pretty busy.

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  • 2 weeks later

I made a new SR/SJ tanker, and really like it. Without too much expense, I was able to get a few points over the incarnate soft cap, and get S/L resistances to 74%, which makes the character feel very survivable. It does leave holes, but most are at least covered by the high positional defenses. The character also has 145% global recharge (not enough to perma Hasten, but still imo, very good) and excellent mobility -- i's easy to jump around to manage the battlespace.

 

A draw back is that when thing go bad, they can go bad pretty fast. Anything that can drop my health bar down noticeably can probably kill me if I'm not careful. It does run end-heavy, especially when using melee powers in rapid succession. I have macros set up to use any available end insp, or even a Recovery Serum if out of insps, and similar for health to use insps or a Med Kit. Med Kits and Recovery Serums are cheap, and I always top them off when I can.

 

A big advantage, is that I skipped Elude, and thus have no powers with crashes. Much as I love my Inv/SS tanker, I detest Rage crashes with passion. The SR/SJ tanker feels equivalently tough, overall, but a bit differently so in the details. 

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  • 2 weeks later

I have a lvl 50 SR/spines tank.  Love SR, spines is more meh sadly, though, with tough, I did manage to get 68% SL resistance.

Though the original question was axe or mace with SR, both are great.   I used to have a lvl 50 ice/mace tank, the sounds have a satisfying crunch, and do great damage, but I prefer axe, because of the knockdowns (extra mitigation as well).

 

My recommendation: SR/axe.   

If you are open to suggestions, I am currently starting a SR/electric, with power transfer heal % in the attacks to compensate for lack of a heal.

 

 

Edited by tellania
added SL resist
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On 9/1/2020 at 1:17 PM, Mystic_Cross said:

SR is the only tank primary I’m aware of that doesn’t seem to have a taunt aura. Pairs well with secondaries that have lots of AoE but feels like it may have to work harder holding aggro in a group setting. Especially so if you have an ST focused secondary, or one with longer animation times. It’s worth noting that I’ve not played an SR tank in a group, so it’s possible that is not the case.

I set mine aside early in Homecoming for mainly this reason.  Also, the set is a bit of an end hog; probably no worse than any other without a specific boost to recovery, but still.   And at the time I did not have the means to just toss the character all of the recovery boosting IOs.  

 

Now that the taunt issue has been fixed, and I am more able than I was to boost the character's endurance issues, I need to dust her off. 

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I love SR with Dark Melee, the heal in Siphon Life and the End recovery in Dark Consumption really compensate for the weaknesses in SR, especially with the recent changes to buff the AoE on the set.  My main character on live was a DM/SR scrapper, I really need to get around to recreating it as a Tanker. 

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2 minutes ago, Imbicatus said:

I love SR with Dark Melee, the heal in Siphon Life and the End recovery in Dark Consumption really compensate for the weaknesses in SR, especially with the recent changes to buff the AoE on the set.  My main character on live was a DM/SR scrapper, I really need to get around to recreating it as a Tanker. 

while Shadow Maul is strong now, dont expect monster dps, i was so disapointed while testing my shield dark tanker.

Just another French Player

So Excuse my old, bad and too french English !

 

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On 9/12/2020 at 10:17 AM, Andreah said:

 I have macros set up to use any available end insp, or even a Recovery Serum if out of insps, and similar for health to use insps or a Med Kit. Med Kits and Recovery Serums are cheap, and I always top them off when I can.

 

 

could you post these macros?

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11 hours ago, tellania said:

could you post these macros?

I have this one for stamina: 

Quote

powexec_name "Recovery Serum"$$inspexec_name "Back in the Fight"$$inspexec_name "Second Wind"$$inspexec_name "Take a Breather"$$inspexec_name "Catch a Breath"

And this for health:

Quote

powexec_name "Med Pack"$$inspexec_name "Resurgence"$$inspexec_name "Dramatic Improvement"$$inspexec_name "Respite"

 

They're pretty basic, and could also include team, dual, and super insps, but I usually keep those for manual use, if at all.

 

I keep these on buttons in my main hotbar, with one empty space between them and my frequently used powers.

 

I put the smallest insps listed on the right hand side, because multiple commands like this are executed from the right to the left. The first one that works, i.e., the insp I actually have in my tray, stops the whole macro. If I don't have any insps, the temp power will be activated.

 

SR, and my secondary, SJ, don't have self-heals, and SR (in)famously sometimes lets some hits through, and they can hurt. So having some sort of knee-jerk / panic button helps a lot.

Edited by Andreah
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I've been considering if my SJ/SR luchador scrapper would be better off as a Tank. Partly because of the easy softcap, partly because the increased tanker AoEs made Sweepinng Cross and Spinning strike sound amazing.
BUT I have *so many* endurance issues on theh scrapper version and I've been too scared to try it. 

Tanking is only half the battle. The other half...

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