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Rad/SS damage tanker critique


PainX

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right so the concept is a damage dealing tanker lots of global recharge buncha procs strewn all over so keep in mind this is not supposed to be some soft capped 90% res tanker oh and if you like procs have a look certainly using a few

 

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

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Level 50 Natural Tanker
Primary Power Set: Radiation Armor
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: zc_Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Alpha Barrier -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(3), Ags-ResDam(3)
Level 1: Jab -- SprMghoft-Dmg/Rchg(A), SprMghoft-Acc/Dmg(5), SprMghoft-Acc/Dmg/Rchg(9), SprMghoft-Dmg/EndRdx/Rchg(11), SprMghoft-Acc/Dmg/EndRdx/Rchg(11), SprMghoft-Rchg/Res%(13)
Level 2: Gamma Boost -- PrfShf-End%(A)
Level 4: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(21)
Level 6: Proton Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam(7), Ags-ResDam/EndRdx/Rchg(7)
Level 8: Fallout Shelter -- Ags-ResDam(A), Ags-Psi/Status(9), Ags-ResDam/EndRdx(17)
Level 10: Radiation Therapy -- TchoftheN-%Dam(A), ThfofEss-+End%(13), Obl-%Dam(15), Erd-%Dam(15), TchoftheN-Heal(19), TchoftheN-Acc/Heal(21)
Level 12: Taunt -- PrfZng-Dam%(A), PrfZng-Taunt(43), PrfZng-Taunt/Rchg(45), PrfZng-Taunt/Rchg/Rng(45), PrfZng-Acc/Rchg(46), PrfZng-Taunt/Rng(50)
Level 14: Beta Decay -- AchHee-ResDeb%(A)
Level 16: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(17)
Level 18: Particle Shielding -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-Absorb%(31), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(34), Prv-Heal/Rchg/EndRdx(37)
Level 20: Knockout Blow -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(23), UnbCns-Dam%(23), Hct-Dmg/Rchg(39), Hct-Dmg/EndRdx(39), Hct-Dam%(39)
Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(25), ShlWal-ResDam/Re TP(25)
Level 24: Cross Punch -- Erd-%Dam(A), ScrDrv-Dam%(34), Obl-%Dam(36), Obl-Dmg(36), ScrDrv-Acc/Dmg/EndRdx(37), FrcFdb-Rechg%(37)
Level 26: Ground Zero -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg(27), SprGntFis-Dmg/Rchg(29), Erd-%Dam(29), TchofLadG-%Dam(31), Obl-%Dam(33)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 30: Rage -- AdjTrg-ToHit/Rchg(A), AdjTrg-Rchg(34), AdjTrg-ToHit/EndRdx(40), AdjTrg-EndRdx/Rchg(43), AdjTrg-ToHit/EndRdx/Rchg(48)
Level 32: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(33), LucoftheG-Def(33)
Level 35: Gloom -- Apc-Dam%(A), Apc-Dmg/EndRdx(45), GldJvl-Dam%(46), CldSns-%Dam(46), SprWntBit-Acc/Dmg/EndRdx(50)
Level 38: Foot Stomp -- Arm-Dmg(A), SprAvl-Acc/Dmg/EndRdx(40), FrcFdb-Rechg%(40), Erd-%Dam(42), Arm-Dam%(42), FuroftheG-ResDeb%(42)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43)
Level 44: Tactics -- HO:Cyto(A), GssSynFr--Build%(48)
Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 49: Meltdown -- UnbGrd-Max HP%(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(A), NmnCnv-Regen/Rcvry+(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(48)
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: Assault Radial Embodiment
Level 50: Degenerative Core Flawless Interface
Level 50: Void Radial Final Judgement
Level 50: Ageless Radial Epiphany
Level 50: Longbow Radial Superior Ally
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There's a decent amount of discussion on Rad/SS in this thread already, as well as a Proc Monster minded variant here (and a Tanker version) that you may find helpful. Several of those builds also do reach 90% Res to many stats (if not "all").

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I recently tried out this build that *I think* was posted by @Sir Myshkinbut I can't remember for sure if it was his.

 

For some reason the build showed up in my mids with both Boxing and Kick (unlsotted), so I changed Kick to Meltdown to see if it made any difference.

To be honest, the damage on Jab seems anemic and I wonder if the idea is just to spam it to get the ATO proc. 

I don't love the damage on Cross Punch either or the ability to consistently hit more than 1 target in its cone, which seems small.  Maybe you have to target behind the targets you want to hit?

Footstomp and Dark Oblit seem good.  Gloom seems OK given it's a DOT.  At low levels the bulid feels sturdy but anemic on damage.  I ran a +4 Positron 1 TF the other day and the Clocks couldn't really damage me (I had 89.7% energy defense), and any damage was quickly healed back with Radiation Therapy -- which also turned out to be my only AOE and really only way to get mobs attention.   Not having Taunt makes it a little hard to tank for groups, it seems, especially if you have other tanks/brutes who have it and using Taunt.

 

For some reason the build has Cardiac Core alpha but I'm thinking about Musculature to see if it makes the damage feel any better. 

I ran +4/+8 PI missions last night with a team and really didn't feel at risk ever.

 

 

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!

Level 50 Magic Tanker
Primary Power Set: Radiation Armor
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Gamma Boost -- Mrc-Rcvry+(A), PrfShf-End%(7)
Level 1: Jab -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(3), SprMghoft-Acc/Dmg/Rchg(3), SprMghoft-Dmg/EndRdx/Rchg(5), SprMghoft-Acc/Dmg/EndRdx/Rchg(5), SprMghoft-Rchg/Res%(7)
Level 2: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-Max HP%(11), ImpArm-ResPsi(17)
Level 4: Boxing -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(11), Hct-Acc/Rchg(13), Hct-Dmg/EndRdx(13), Hct-Dam%(15), Hct-Dmg/Rchg(15)
Level 6: Kick -- Empty(A)
Level 8: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-Rchg/ResDam(37), ImpArm-ResPsi(40), StdPrt-ResDam/Def+(46)
Level 10: Radiation Therapy -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(17), Obl-%Dam(19), ScrDrv-Dam%(34)
Level 12: Fallout Shelter -- HO:Ribo(A), ImpArm-ResPsi(45)
Level 14: Super Speed -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(29)
Level 16: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(19), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/Rchg(21), SprAvl-Rchg/KDProc(23), FuroftheG-ResDeb%(23)
Level 18: Particle Shielding -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(31)
Level 20: Knockout Blow -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(25), UnbCns-Dam%(25), GldNet-Dam%(27), GhsWdwEmb-Dam%(27), FrcFdb-Rechg%(29)
Level 22: Beta Decay -- AchHee-ResDeb%(A)
Level 24: Tough -- ImpArm-ResPsi(A), GldArm-End/Res(34), Ags-Psi/Status(34), GldArm-3defTpProc(36)
Level 26: Ground Zero -- SprGntFis-Dmg/Rchg(A), SprGntFis-Acc/Dmg/Rchg(31), SprGntFis-Rchg/+Absorb(36)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(31), GssSynFr--Build%(33)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(48), LucoftheG-Def/EndRdx(50), Rct-ResDam%(45)
Level 32: Maneuvers -- ShlWal-Def(A), ShlWal-Def/EndRdx(33), ShlWal-Def/EndRdx/Rchg(33), ShlWal-ResDam/Re TP(43)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 38: Foot Stomp -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/EndRdx/Rchg(39), SprGntFis-Acc/Dmg/EndRdx/Rchg(39), Arm-Dam%(39), Obl-%Dam(40), FrcFdb-Rechg%(40)
Level 41: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43), Dcm-Build%(43)
Level 44: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(46), Bmbdmt-+FireDmg(46), PstBls-Dam%(50), CldSns-%Dam(50)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 49: Darkest Night -- HO:Enzym(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), NmnCnv-Regen/Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(48)
Level 50: Melee Radial Embodiment 
Level 50: Cardiac Core Paragon 
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7 hours ago, brasilgringo said:

don't love the damage on Cross Punch either or the ability to consistently hit more than 1 target in its cone, which seems small.


Some points on the Fighting Pool, once you take Boxing, Kick, and Cross Punch they collectively get a damage bump, and with that boost Boxing is close to Punch, and Cross Punch is a near swap for Haymaker; in both cases we’re talking within like 10pts of each other. With Cross Punch being a cone and being able to slot a -Res proc it ends up becoming the superior option, and even though it is a cone I wouldn’t treat it any differently than a ST attack and just soak up the occasional bonus damage when you catch it.

 

And I’m on mobile so I can’t open Mids, but looking at the posted info, assuming it’s the build I think it is, that one has Cardiac to pull in the last ~5-6% of Res for several stats that round most of the build to 90% cap. Yes Jab is in there with the ATO set and proc, but I really only slotted it for the set bonuses, Jab is a terribly anemic (worthless) attack and I personally find relying on the proc to be irksome at best to which there was no intention of that being a used ability. Cardiac is also there to shore up endurance use in the build which makes it possible to pass on Ageless and pick up Barrier (for more Defense) or Rebirth for more aggressive Regen/Healing.

 

Once you have double stacked Rage going the damage won’t feel off any longer, and if you weren’t doubling it, you should be. Prior to Rage, and especially prior to Foot Stomp spawn clearing ability does considerably suck, but after that Rad/SS/Soul is a MONSTER.

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1 hour ago, Sir Myshkin said:


Some points on the Fighting Pool, once you take Boxing, Kick, and Cross Punch they collectively get a damage bump, and with that boost Boxing is close to Punch, and Cross Punch is a near swap for Haymaker; in both cases we’re talking within like 10pts of each other. With Cross Punch being a cone and being able to slot a -Res proc it ends up becoming the superior option, and even though it is a cone I wouldn’t treat it any differently than a ST attack and just soak up the occasional bonus damage when you catch it.

 

And I’m on mobile so I can’t open Mids, but looking at the posted info, assuming it’s the build I think it is, that one has Cardiac to pull in the last ~5-6% of Res for several stats that round most of the build to 90% cap. Yes Jab is in there with the ATO set and proc, but I really only slotted it for the set bonuses, Jab is a terribly anemic (worthless) attack and I personally find relying on the proc to be irksome at best to which there was no intention of that being a used ability. Cardiac is also there to shore up endurance use in the build which makes it possible to pass on Ageless and pick up Barrier (for more Defense) or Rebirth for more aggressive Regen/Healing.

 

Once you have double stacked Rage going the damage won’t feel off any longer, and if you weren’t doubling it, you should be. Prior to Rage, and especially prior to Foot Stomp spawn clearing ability does considerably suck, but after that Rad/SS/Soul is a MONSTER.

Wow, OK, thanks for the info.  I didn't know you got dmg bonuses for using boxing/kick/cross punch together.  I'll have to check that out (dammit, another respec).

 

I didn't know you needed Cardiac to reach the 90%.  I will check it out.  I suppose one could swap in Musc when one needs more damage and only go for the full 90% push when really doing heavy stuff where you take a beating.

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2 hours ago, brasilgringo said:

Wow, OK, thanks for the info.  I didn't know you got dmg bonuses for using boxing/kick/cross punch together.  I'll have to check that out (dammit, another respec).

 

I didn't know you needed Cardiac to reach the 90%.  I will check it out.  I suppose one could swap in Musc when one needs more damage and only go for the full 90% push when really doing heavy stuff where you take a beating.


I should probably add this for clarity: to get the extra bonus you only have to have chosen the appropriate powers in your build, they don’t have to be used (mainly looking at Kick as it’s not that great compared to Boxing or Cross Punch which I would use as previously mentioned). Cross Punch also gives a short duration recharge bonus (10% for ~5/s), I forgot to mention that before and it does really add to the reasons to use it.

 

For Cardiac, I wouldn’t say you have to use it, but without using something like the Tanker ATO proc or Barrier you’ll find it much harder to round out all of your Resistances to reach cap. It’ll become a personal choice to make.

 

I can also add that you won’t be lacking for power at 50. I was more than capable of soloing the ITF set to +4/8 within under a few hours, and all I had supporting my damage was essentially Interface and Judgement, and Assault Hybrid to use on Nictus Romulus. Musculature will give you a push, but it won’t be a ton of difference in this particular situation (Double Rage).

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12 hours ago, Sir Myshkin said:


I can also add that you won’t be lacking for power at 50. I was more than capable of soloing the ITF set to +4/8 within under a few hours, and all I had supporting my damage was essentially Interface and Judgement, and Assault Hybrid to use on Nictus Romulus. Musculature will give you a push, but it won’t be a ton of difference in this particular situation (Double Rage).

Out of curiosity, what Interface would you use?  Reactive for the -Res chance?  I heard people saying tha the DOT are "wonky" (chance for fire damage) and therefore going up the left side of the tree to get the higher 75% -res chance (only 25% chance of fire DOT) is the better choice.  And I saw in some other threads that people are going Reactive for the -Res vs. Degenerative (-HP/toxic DOT) due to concerns about hitting the caps on Degenerative in teams as it seems to be a more popular choice.

 

Also for Lore, any suggestions?  I see a lot of people with the giant Longbow pet and i'm not sure why vs. the giant BP ice monster.

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9 hours ago, brasilgringo said:

Also for Lore, any suggestions?  I see a lot of people with the giant Longbow pet and i'm not sure why vs. the giant BP ice monster.

Reactive and Degenerative will produce similar results solo, but Degen is technically the slightly better choice against big targets. You are correct that there are a lot of players who do go for Degen, and also Reactive because they are the best choices. If you have a concern about maximizing your team contribution than I’d suggest grabbing a random different one with a good DoT. 
 

Of which, the DoTs for Interfaces were fixed if I recall correctly several months ago and should be working correctly.

 

As for Lore, Longbow are often chosen because the biggun’ has -Regen I top of just being a strong choice. Banished Pantheon are another popular go-to because they’re heavy hitters and reasonably stout. Cimerorians, Clocks (the Praetorian robot versions) are also good for damage but not as resilient. The Storm Lores are solid for AoE. Past that it’s really conceptually up to you, those are just the common choices because so many of the others are kind of “meh.”

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8 hours ago, Sir Myshkin said:

As for Lore, Longbow are often chosen because the biggun’ has -Regen I top of just being a strong choice. Banished Pantheon are another popular go-to because they’re heavy hitters and reasonably stout. Cimerorians, Clocks (the Praetorian robot versions) are also good for damage but not as resilient. The Storm Lores are solid for AoE. Past that it’s really conceptually up to you, those are just the common choices because so many of the others are kind of “meh.”

The Banished adds -Res too.

 

The Knives of Vengeance radial have a very good 1m15 burst buff and very good ST debuff with weakening shot, stacking effect with a darkest night for intance.

Just another French Player

So Excuse my old, bad and too french English !

 

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