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Posted

Or my search fu is really bad, or there are no Fire/Mace builds for tankers here yet. I know it may be due to not being a good selection of powers (I don't know yet) or something else, but I want to try it as it fits the theme of my newest alt.

 

The focus is to play in teams and be the defensive beacon that will keep all aggro to myself, letting scrappers and blasters feel powerful by destroying the opposition. Also, as the theme requires, the travel power of choice is Mystic Flying.

 

I'm still at level 15, and I'm having a bit of trouble to find a good attack sequence as well. I knew War Mace was not a flashy and quick set, but I don't wanna any gaps in my attacks if I want to protect my team mates.

 

Any ideas?

Posted

Although your single target attack chain won't improve until level 28 when you get Clobber, you DO get Burn at level 18 and Whirling Mace at 20.  They wil help immensely.  So be patient, it gets better.  War Mace is a bit of a late bloomer, especially on Tanks, but it's worth the wait.

  • Like 1
Posted

I tried it. Wasn't impressed with the ST (Claws substantially better).

 

Near 90% resistances with two stacks of the Tanker ATO and Barrier's 5%. 45% S/L with Barrier's 5%.

Posted (edited)

@Sovera, your build gave me a starting point. I've made a few changes and I'd like to share it below for criticism. I've tried to avoid using any purples in this build for now, but I may change it later depending on the feedback.

 

Spoiler

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

Brighidine: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: War Mace
Power Pool: Sorcery
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
------------
Level 1:    Blazing Aura    
 (A) Eradication - Chance for Energy Damage
 (3) Scirocco's Dervish - Chance of Damage(Lethal)
 (3) Obliteration - Chance for Smashing Damage
 (5) Fury of the Gladiator - Chance for Res Debuff
 (5) Might of the Tanker - Recharge/Chance for +Res(All)
 (7) Armageddon - Chance for Fire Damage


Level 1:    Bash    
 (A) Razzle Dazzle - Chance of Immobilize
 (9) Triumphant Insult - Chance to Disorient


Level 2:    Healing Flames    
 (A) Preventive Medicine - Heal
 (11) Preventive Medicine - Heal/Endurance
 (11) Preventive Medicine - Endurance/RechargeTime
 (13) Preventive Medicine - Heal/RechargeTime
 (13) Preventive Medicine - Heal/RechargeTime/Endurance
 (15) Preventive Medicine - Chance for +Absorb


Level 4:    Mystic Flight    
 (A) Blessing of the Zephyr - Knockback Reduction (4 points)
 (7) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
 (9) Winter's Gift - Run Speed, Jump, Flight Speed, Range
 (19) Winter's Gift - Slow Resistance (20%)


Level 6:    Jawbreaker    
 (A) Force Feedback - Chance for +Recharge
 (19) Blistering Cold - Recharge/Chance for Hold
 (21) Blistering Cold - Accuracy/Damage
 (21) Blistering Cold - Damage/Endurance
 (23) Blistering Cold - Accuracy/Damage/Endurance
 (23) Blistering Cold - Damage/Endurance/Accuracy/RechargeTime


Level 8:    Hasten    
 (A) Recharge Reduction IO
 (25) Recharge Reduction IO


Level 10:    Fire Shield    
 (A) Unbreakable Guard - Endurance/RechargeTime
 (25) Unbreakable Guard - +Max HP
 (27) Unbreakable Guard - Resistance
 (27) Unbreakable Guard - Resistance/Endurance
 (29) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (29) Unbreakable Guard - RechargeTime/Resistance


Level 12:    Taunt    
 (A) Perfect Zinger - Taunt/Range
 (31) Perfect Zinger - Chance for Psi Damage


Level 14:    Plasma Shield    
 (A) Steadfast Protection - Resistance/+Def 3%
 (31) Unbreakable Guard - Resistance
 (31) Unbreakable Guard - Resistance/Endurance
 (33) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (33) Unbreakable Guard - RechargeTime/Resistance


Level 16:    Build Up    
 (A) Recharge Reduction IO
 (33) Rectified Reticle - To Hit Buff
 (34) Rectified Reticle - To Hit Buff/Recharge
 (34) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 18:    Consume    
 (A) Preemptive Optimization - Accuracy/Recharge
 (34) Preemptive Optimization - EndMod/Endurance
 (36) Preemptive Optimization - EndMod/Recharge
 (36) Preemptive Optimization - EndMod/Accuracy/Endurance
 (36) Preemptive Optimization - EndMod/Accuracy/Recharge
 (37) Preemptive Optimization - EndMod/Endurance/Recharge


Level 20:    Burn    
 (A) Obliteration - Damage
 (37) Obliteration - Accuracy/Recharge
 (37) Obliteration - Damage/Recharge
 (39) Obliteration - Accuracy/Damage/Recharge
 (39) Obliteration - Accuracy/Damage/Endurance/Recharge
 (39) Obliteration - Chance for Smashing Damage


Level 22:    Whirling Mace    
 (A) Avalanche - Accuracy/Damage
 (40) Avalanche - Damage/Endurance
 (40) Avalanche - Accuracy/Damage/Endurance
 (40) Avalanche - Accuracy/Damage/Recharge
 (42) Avalanche - Accuracy/Damage/Endurance
 (42) Avalanche - Recharge/Chance for Knockdown


Level 24:    Boxing    
 (A) Empty


Level 26:    Fiery Embrace    
 (A) Recharge Reduction IO


Level 28:    Clobber    
 (A) Touch of Death - Accuracy/Damage
 (42) Touch of Death - Damage/Endurance
 (43) Touch of Death - Damage/Recharge
 (43) Touch of Death - Accuracy/Damage/Endurance
 (43) Touch of Death - Damage/Endurance/Recharge
 (45) Touch of Death - Chance of Damage(Negative)


Level 30:    Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (45) Luck of the Gambler - Defense/Endurance


Level 32:    Tough    
 (A) Gladiator's Armor - TP Protection +3% Def (All)
 (50) Gladiator's Armor - Resistance
 (50) Gladiator's Armor - End/Resist
 (50) Gladiator's Armor - Resistance/Rech/End


Level 35:    Shatter    
 (A) Overwhelming Force - Accuracy/Damage
 (45) Overwhelming Force - Endurance/Recharge
 (46) Overwhelming Force - Accuracy/Damage/Endurance
 (46) Overwhelming Force - Damage/Endurance/Recharge
 (46) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
 (48) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown


Level 38:    Crowd Control    
 (A) Kinetic Crash - Damage/Knockback


Level 41:    Weave    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (48) Luck of the Gambler - Defense/Endurance


Level 44:    Focused Accuracy    
 (A) Adjusted Targeting - To Hit Buff
 (48) Adjusted Targeting - To Hit Buff/Endurance


Level 47:    Physical Perfection    
 (A) Panacea - +Hit Points/Endurance


Level 49:    Rise of the Phoenix    
 (A) Power Transfer - Chance to Heal Self


Level 1:    Brawl    
 (A) Empty


Level 1:    Gauntlet    
Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Empty


Level 1:    Sprint    
 (A) Empty


Level 2:    Rest    
 (A) Empty


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Empty


Level 2:    Health    
 (A) Numina's Convalesence - +Regeneration/+Recovery
 (15) Numina's Convalesence - Heal
 (17) Miracle - +Recovery


Level 2:    Hurdle    
 (A) Empty


Level 2:    Stamina    
 (A) Performance Shifter - Chance for +End
 (17) Performance Shifter - EndMod


------------

 

http://www.cohplanner.com/mids/download.php?uc=1437&c=688&a=1376&f=HEX&dc=78DA6594D94F135114C6EF6DA79496160AB542D94191D52E2E712544054C0C24246E895B3329D732911432C504F4C9075F5C134D44C518E39B3EF037A871FB23707B73037D501651C7C37C27C564266D7F73CF99F3DDEF9E3BB7FDE3DD81E9FD17BA840CEC1BD673B9D4213D7B46999E7E3D63A4055DFEBDA6911932068DACF2D2308A7CAA5B9D56D99C8AF51ACA9C48ED396BEA11CEF4AB61A5624775BAD3D34A0406464686630747CC343DE8C76054A9C1A07DDB4BDA63463653628FFA943EA8CCDC90311AEE1935D2B19EAC323313A4931BA3E20A9ABE89BE4F7CF42357BC591E31E712A24613AEF3344C1285DBA6D6C5BC0A1674BA6C6EF50BBE2C29C6A55D5B98A15C5813CF7C2C4BBAF223EAFC9F989FC1C017E657B07816BC49C6DCA875BB6730574125728551B0AC0ADC461E3CECDF7311CF965DD76CAEB9C4BC0CAEBDC2BC0636D21E78512BBDED587305F329F9F7B1AE6F1E73552C81953F983FC1EA45E602B89D3C15715F8A4C78AACD812F4837085D2D588E9ED5B25E2DEBD5B35E3DEBED20BD12D4B84BD85FFD14FADC708FF908FACF49BFD4EEBCE5295DC03A1B16C1754BCC5FCC6570FD6FF025D58679CFC2CB2ECE31FF801BFE322D26BF23BBC863846B23B7A0D73CC9BCCDBC03B6DE654E8192F6A11CB5A2DCA24BBC2227518E4479C53B69862A9EA1EA18A199148E836D27982799A7C08E14584A33D4F04ED744A4ADD71102DD94ABE3EED66DC26A92716692990077938746F6D0388358C71B70E35BE63BE67B30FE01ECF4E3C4ADACA9E91CBAA7D1DC2DECAB857DC5D9D7032A6BE75CFB7D3C1F7F083E0E0A11434EC41AA0FF9A7A9660FDC43C3A5BADE54F287D563ADBAAE5CFBBD5E6C8261C91A423B2D911D9E288F43922035AFEFF40483BE20BE54FB9354BBD91F2FFECB7D5884B1E41478A0F83A103D2DED53947D5F7D5889493E855E806F80FEB7AF3D1

 

Edited by Fermmoylle
Posted (edited)

Purples are cheaper than the superior event IOs you still have. Last I played purples are something like 19-20 mill while a superior event IO is on the 25-40 range (cheaper if you buy normal and buy catalysts).

The +res proc should not be in the damage aura. It does much better in a ST attack. Toggles like Blazing Aura don't much care for procs either.

You should slot Bash since if you exemplar down too much you'll have Jawbreaker... and an unslotted Bash. Oh, and Burn. It will be misery.

Burn wants procs, lots of procs. It goes from a stiff warm breeze to a mini-nuke with the slotting I posted. It's up to you if you wish to play using warm stiff breezes or lobbing mini nukes.

Two +5 recharge slots on Fiery Embrace. It's big damage and you want it up as soon as you can.

Fire/Cold defense is not particularly important to be wasting a slot for it in Whirlwing Mace. Same deal for Toxic and the slotting in Taunt or +9% movement speed and Mystic Flight.

You killed your S/L defense and your E/N resistances are crippled (that's bad since you have no defense towards E/N so you must rely on resistances). You'll feel squishy.

 

 

I suggest you look at my Fire/Claws link in the signature. The first post has a cheap version that still has defenses and resistances. You will have to adapt the Claws part to Mace but you can compare both side by side and use it as guide.

 

 

Edited by Sovera
Posted

Version 2 now:

Spoiler

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

Brighidine: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: War Mace
Power Pool: Sorcery
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
------------
Level 1:    Blazing Aura    
 (A) Scirocco's Dervish - Accuracy/Damage
 (3) Scirocco's Dervish - Chance of Damage(Lethal)
 (3) Scirocco's Dervish - Damage/Endurance
 (5) Scirocco's Dervish - Damage/Recharge
 (5) Scirocco's Dervish - Accuracy/Recharge
 (7) Eradication - Chance for Energy Damage


Level 1:    Bash    
 (A) Touch of Death - Accuracy/Damage
 (7) Touch of Death - Damage/Endurance
 (9) Touch of Death - Damage/Recharge
 (9) Touch of Death - Accuracy/Damage/Endurance
 (19) Touch of Death - Damage/Endurance/Recharge
 (31) Touch of Death - Chance of Damage(Negative)


Level 2:    Healing Flames    
 (A) Preventive Medicine - Heal
 (11) Preventive Medicine - Heal/Endurance
 (11) Preventive Medicine - Endurance/RechargeTime
 (13) Preventive Medicine - Heal/RechargeTime
 (13) Preventive Medicine - Heal/RechargeTime/Endurance
 (15) Preventive Medicine - Chance for +Absorb


Level 4:    Mystic Flight    
 (A) Freebird - +Stealth


Level 6:    Jawbreaker    
 (A) Force Feedback - Chance for +Recharge
 (19) Blistering Cold - Recharge/Chance for Hold
 (21) Blistering Cold - Accuracy/Damage
 (21) Blistering Cold - Damage/Endurance
 (23) Blistering Cold - Accuracy/Damage/Endurance
 (23) Blistering Cold - Damage/Endurance/Accuracy/RechargeTime


Level 8:    Hasten    
 (A) Recharge Reduction IO
 (25) Recharge Reduction IO


Level 10:    Fire Shield    
 (A) Unbreakable Guard - Endurance/RechargeTime
 (25) Unbreakable Guard - +Max HP
 (27) Unbreakable Guard - Resistance
 (27) Unbreakable Guard - Resistance/Endurance
 (29) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (29) Unbreakable Guard - RechargeTime/Resistance


Level 12:    Taunt    
 (A) Perfect Zinger - Taunt/Range


Level 14:    Plasma Shield    
 (A) Steadfast Protection - Resistance/+Def 3%
 (31) Unbreakable Guard - Resistance
 (31) Unbreakable Guard - Resistance/Endurance
 (33) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (33) Unbreakable Guard - RechargeTime/Resistance


Level 16:    Build Up    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 18:    Consume    
 (A) Preemptive Optimization - Accuracy/Recharge
 (34) Preemptive Optimization - EndMod/Endurance
 (36) Preemptive Optimization - EndMod/Recharge
 (36) Preemptive Optimization - EndMod/Accuracy/Endurance
 (36) Preemptive Optimization - EndMod/Accuracy/Recharge
 (37) Preemptive Optimization - EndMod/Endurance/Recharge


Level 20:    Burn    
 (A) Eradication - Chance for Energy Damage
 (37) Scirocco's Dervish - Chance of Damage(Lethal)
 (37) Fury of the Gladiator - Chance for Res Debuff
 (39) Obliteration - Chance for Smashing Damage
 (39) Gauntleted Fist - RechargeTime/+Absorb
 (39) Might of the Tanker - Recharge/Chance for +Res(All)


Level 22:    Whirling Mace    
 (A) Scirocco's Dervish - Accuracy/Damage
 (40) Scirocco's Dervish - Damage/Endurance
 (40) Scirocco's Dervish - Damage/Recharge
 (40) Scirocco's Dervish - Accuracy/Recharge
 (42) Scirocco's Dervish - Accuracy/Damage/Endurance
 (42) Scirocco's Dervish - Chance of Damage(Lethal)


Level 24:    Boxing    
 (A) Empty


Level 26:    Fiery Embrace    
 (A) Recharge Reduction IO


Level 28:    Clobber    
 (A) Touch of Death - Accuracy/Damage
 (42) Touch of Death - Damage/Endurance
 (43) Touch of Death - Damage/Recharge
 (43) Touch of Death - Accuracy/Damage/Endurance
 (43) Touch of Death - Damage/Endurance/Recharge
 (45) Touch of Death - Chance of Damage(Negative)


Level 30:    Combat Jumping    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (33) Shield Wall - +Res (Teleportation), +5% Res (All)
 (34) Blessing of the Zephyr - Knockback Reduction (4 points)
 (34) Reactive Defenses - Scaling Resist Damage
 (45) Reactive Defenses - Defense


Level 32:    Tough    
 (A) Unbreakable Guard - Resistance
 (50) Unbreakable Guard - Resistance/Endurance
 (50) Unbreakable Guard - RechargeTime/Resistance
 (50) Unbreakable Guard - Resistance/Endurance/RechargeTime


Level 35:    Shatter    
 (A) Scirocco's Dervish - Accuracy/Damage
 (45) Scirocco's Dervish - Damage/Endurance
 (46) Scirocco's Dervish - Damage/Recharge
 (46) Scirocco's Dervish - Accuracy/Recharge
 (46) Scirocco's Dervish - Accuracy/Damage/Endurance
 (48) Eradication - Chance for Energy Damage


Level 38:    Crowd Control    
 (A) Kinetic Crash - Damage/Knockback


Level 41:    Weave    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (48) Luck of the Gambler - Defense/Endurance
 (48) Luck of the Gambler - Defense


Level 44:    Focused Accuracy    
 (A) Endurance Reduction IO


Level 47:    Physical Perfection    
 (A) Performance Shifter - Chance for +End


Level 49:    Rise of the Phoenix    
 (A) Recharge Reduction IO


Level 1:    Brawl    
 (A) Empty


Level 1:    Gauntlet    
Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Empty


Level 1:    Sprint    
 (A) Empty


Level 2:    Rest    
 (A) Empty


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Empty


Level 2:    Health    
 (A) Numina's Convalesence - +Regeneration/+Recovery
 (15) Numina's Convalesence - Heal
 (17) Miracle - +Recovery


Level 2:    Hurdle    
 (A) Empty


Level 2:    Stamina    
 (A) Performance Shifter - Chance for +End
 (17) Performance Shifter - EndMod


------------

http://www.cohplanner.com/mids/download.php?uc=1434&c=690&a=1380&f=HEX&dc=78DA6593594F135114C7EF6DA7604B0B85525A646D050A144A1B35EE212A60A23421714B106D26E55A27366D3345047C32C617D7441F7CF5551FFC0C6A44FD107E0037D0C40570493D9DF30F98CCA4EDAFF7CC9CFF5927BD30E67D76ECFAA890DEA379BD5CCE9CD20B9795E94AEB39232BE8F21C318DDC2563D628A85A3AB6F2FDCC98BAA80A6595983094B998397CC5D483B8935679A5126775FAA76795F04E158BF9C4C9A299A5073D7C282935EBB3FE4E90F69C51C8F153934A2FD121305E32B289F18232738B24529E23CF30C5EEA5EF7337FDC86A62159798277468C2718D98225E656A0BE022B366D5613DB7DB237091EF34FBD69C23C634B16D8618269EE773D305666786F9D28DB0E42BDF3B2D5DCF07F023D3FB09FCCCAC5F613EA4C49D9CB370FE95966D0FE5E2421DAE9B0ECBD6745FB3D87C0BBCCD6CB903DE63466910B5EC2B6BE35C63187C4179BAA1EBFEC9F1C31BCCEDDFC11FCCF675708DB99772AAE31A459DC9392D939E8FF5345F485A3DEB844E2774BAA1D30D9D7DA4D3807A1B9EB0CE2BD269B43A587135AE711D9175E68E0DF017F89BD9F387F99A7C03E87D00B3ECC1CC7B4639669F006FB04FDF5D3E1FA05C82F00DCEB34F0C7B12C39EC4B027034B20B425F539847E842A74893794492B2CADE8F87E8AD086086DD3BC2D03D8AAC119105B3588AD1AC256B550840E74B723C89BD17D82338FBCE3CE45BEF1796895E9249F2EF671766112294C228509A4309183945B14B94551FD10AA1F46F5C3A87E18D58FA0C3873CFCC6556BED5DE25C348ADDCFB11DFDC877C40F36331F53E838A61F8FB0E6539F1009D8128F58EB2DF53209FD247AD9AE6DBEA1F4A9767C40DB7CDF2B83B6BB499B2565B3ECB45976D92C9336CB94B6F9BE0B6959DC7E51DD312B9315EA8D94FFDFFDB26571C833DC89FAD34CFF71694D7BD5E6F575CB2225FAE27FC0FC072F87F211

 

Posted

I've posted this somewhere else, but I'll copy the relevant part here to consider math and slotting:

 

4a -The game can be easily separated into two modes: easy mode, and hard mode. Easy mode is 90% of the game without debuffs and the problematic factions. For that mode you don't need to be ultra buffed to the gills and popping Barrier on CD. For hard mode we have things like the ITF where even resistance based sets can be debuffed to a point they take a ton of damage (at base every enemy has 50% of hitting. But once we are debuffed that chance increases to 80-95% chance of hitting. At that point blocking 90% of the damage is not enough since we are taking twice the damage we usually do). That is when we use all the buffs at our disposal. Enter Barrier.

4b - At base Barrier is a great team wide protection for the hard moments (my often repeated example of the ambush at the top of the hill in the ITF's first mission), but it also adds a permanent 5% defense and 5% resist to the build. During easy mode play you don't need to be at 90% since, well, it is easy mode, and aren't going to bother using it (unless noticing your squishies are suicidal, then you try to encompass them in it like a dotting momma tank). During hard mode softcap defense and hardcapping resistance is when you will want it.

4c - The Tanker +res proc gives 6.7% and stacks three times. Between this and that three stacks is best not be relied upon but two stacks is fine to assume as permanent once the fight has started. So looking at the build numbers (with one stack of the +res proc) S/L is at 78.86%. You're happily slapping things around and collecting a second stack making it now 85.3%. This is perfectly fine for most of the gaming, but hey, the going suddenly gets tough and you pop Barrier and now have 90%. As you can see this is still a little bit too much since Scaling Resists slotted in Hover would add another 1% at 90% HP but lets not nitpick. Negative is at 77% and with the above math ends neatly at 90%. Psionic is lacking (not having infinite slots) but 60.60% with one stack, 67.3% with a second stack. Barrier goes up, 72.3%. That elusive not-totally-reliable-but-still-worth-accounting-for third +res stack happens and 79%. Scaling Resists kicks off at 90% HP and 80%. Not hardcapped but hey.

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