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Shield/Rad Tanker - Might of the Tanker Set


StriderIV

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Hi all!

 

I'm slotting out my new Shield/Rad Tanker. The hero already feels beastly.

 

I was curious though: Does anyone have recommendations on where to slot Might of the Tanker? I know some may put it in Atom Smasher, but I was really hoping to slot an Superior Avalanche set in there for the KD effect. I could always just put in the Avalanche proc and 5 slot the rest of if with might of the tanker.

 

My other thought is dropping it in Shield Charge, but that may be too long of a cooldown ability. Any advice?

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52 minutes ago, Omega Force said:

As you said, Shield Charge would be too slow.  Atom Smasher, too.  What's your next slowest power, one that recharges fast enough that you could stack it but slow enough that it can reliably activate?

That is what I figured. Other options I guess would be either Devastating Blow or Radiation Siphon.

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I place it on Radioactive Smash since my rotation is invariably Devastating(ly slow) Blow, Radioactive Smash, Radioactive Siphon, Radioactive Smash. Repeat.

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7 hours ago, Sovera said:

I place it on Radioactive Smash since my rotation is invariably Devastating(ly slow) Blow, Radioactive Smash, Radioactive Siphon, Radioactive Smash. Repeat.

In that case, where would you drop Superior Gauntleted Fist?

 

Also, I lol’d at the “Devastating(ly slow)” 😂

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2 minutes ago, StriderIV said:

In that case, where would you drop Superior Gauntleted Fist?

 

Also, I lol’d at the “Devastating(ly slow)” 😂

 

😄

 

I would split it between Shield Charge and Radioactive Siphon in order to increase E/N resistances. Shield doesn't need the Melee defense.

 

Something like this. Live off Recovery Serums until 32 and then alternate them with One with the Shield.

 

At 50 you don't need Barrier just for 5% resistance so take Ageless and use that for endurance with One with the Shield as your panic button.

 

Spoiler

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Radiation Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(3), TtnCtn-ResDam/EndRdx(3), TtnCtn-ResDam/Rchg(5), TtnCtn-ResDam(5), TtnCtn-ResDam/EndRdx/Rchg(7)
Level 1: Contaminated Strike -- Empty(A)
Level 2: Battle Agility -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(7), Rct-Def(9)
Level 4: True Grit -- Prv-Heal(A), Prv-Heal/EndRdx(13), Prv-EndRdx/Rchg(13), Prv-Heal/Rchg(15), Prv-Heal/Rchg/EndRdx(15), Prv-Absorb%(17)
Level 6: Active Defense -- EndRdx-I(A)
Level 8: Radioactive Smash -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(17), SprMghoft-Acc/Dmg/Rchg(19), SprMghoft-Dmg/EndRdx/Rchg(19), TchofDth-Dam%(21), FrcFdb-Rechg%(21)
Level 10: Against All Odds -- EndRdx-I(A)
Level 12: Hover -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(23)
Level 14: Fly -- WntGif-ResSlow(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 18: Radiation Siphon -- SprGntFis-Dmg/EndRdx/Rchg(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(25), SprGntFis-Acc/Dmg(25), Heal-I(27), TchofDth-Dmg/Rchg(27), TchofDth-Dam%(29)
Level 20: Fusion -- GssSynFr--Build%(A), GssSynFr--ToHit(29), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit/Rchg/EndRdx(31), GssSynFr--Rchg/EndRdx(31), GssSynFr--ToHit/EndRdx(33)
Level 22: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 24: Phalanx Fighting -- LucoftheG-Def/Rchg+(A)
Level 26: Shield Charge -- Arm-Dmg(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(34), Arm-Dmg/EndRdx(34), FrcFdb-Rechg%(34)
Level 28: Irradiated Ground -- FuroftheG-ResDeb%(A), Obl-%Dam(36), Erd-%Dam(36), ScrDrv-Dam%(36), Arm-Dam%(37), TchofLadG-%Dam(37)
Level 30: Boxing -- Empty(A)
Level 32: One with the Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-ResDam/EndRdx/Rchg(39), UnbGrd-Max HP%(39)
Level 35: Devastating Blow -- Hct-Dam%(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(40), Hct-Acc/Rchg(40), Hct-Dmg/EndRdx(40), TchofDth-Dam%(42)
Level 38: Atom Smasher -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Dmg/Rchg(42), SprGntFis-Acc/Dmg/Rchg(42), ScrDrv-Acc/Dmg/EndRdx(43), ScrDrv-Dmg/EndRdx(43), ScrDrv-Dam%(43)
Level 41: Focused Accuracy -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(45), AdjTrg-ToHit/EndRdx/Rchg(45), AdjTrg-EndRdx/Rchg(45), AdjTrg-ToHit/EndRdx(46), AdjTrg-Rchg(46)
Level 44: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(46), TtnCtn-ResDam/EndRdx(48), TtnCtn-ResDam/Rchg(48), TtnCtn-ResDam(48), TtnCtn-ResDam/EndRdx/Rchg(50)
Level 47: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(50), Rct-Def/EndRdx(50)
Level 49: Grant Cover -- LucoftheG-Def/Rchg+(A)
Level 1: Gauntlet
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(9), NmnCnv-Regen/Rcvry+(11)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11)
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 4: Ninja Run
Level 50: Freedom Phalanx Reserve
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
Level 50: Musculature Core Paragon
------------

 

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Maybe I'm doing something wrong, but here's my build, has a bit more F/C/Psi resist than the one above (but slightly less S/L/E/N) and at 38 I don't have too many end issues, not relying on One with the Shield or Recovery Serum.  I've also squeezed a bit more defense into the build to act as a buffer for -def debuffs.

 

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!

Pretty Princess: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Radiation Melee
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(5), RedFrt-Def/EndRdx(9), RedFrt-Def(15), ResDam-I(46), ResDam-I(48)
Level 1: Contaminated Strike -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(3), SprMghoft-Acc/Dmg/Rchg(13), SprMghoft-Dmg/EndRdx/Rchg(34), SprMghoft-Acc/Dmg/EndRdx/Rchg(37), SprMghoft-Rchg/Res%(46)
Level 2: Radioactive Smash -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(11), Mk'Bit-Acc/EndRdx/Rchg(25), Mk'Bit-Acc/Dmg/EndRdx/Rchg(37), Mk'Bit-Dam%(46)
Level 4: Battle Agility -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(5), RedFrt-Def/EndRdx(11), RedFrt-Def(15)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Proton Sweep -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(9), ScrDrv-Dmg/Rchg(13), ScrDrv-Acc/Rchg(25), ScrDrv-Acc/Dmg/EndRdx(34), ScrDrv-Dam%(45)
Level 10: Taunt -- Empty(A)
Level 12: Against All Odds -- EndRdx-I(A)
Level 14: Super Jump -- WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng(48)
Level 16: Radiation Siphon -- Hct-Acc/Dmg/Rchg(A), Hct-Dmg(17), Hct-Dmg/EndRdx(17), TchoftheN-Acc/Heal(19), TchoftheN-Acc/EndRdx/Heal/HP/Regen(34), TchoftheN-Heal(45)
Level 18: Grant Cover -- HO:Cyto(A)
Level 20: True Grit -- ResDam-I(A), ResDam-I(21), ImpArm-ResPsi(21), Prv-Absorb%(23), Heal-I(33), Heal-I(43)
Level 22: Phalanx Fighting -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(50)
Level 24: Kick -- Empty(A)
Level 26: Shield Charge -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/EndRdx(27), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(33), FrcFdb-Rechg%(43)
Level 28: Irradiated Ground -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(29), ScrDrv-Acc/Dmg/EndRdx(29), ScrDrv-Dam%(31), FuroftheG-Acc/Dmg/End/Rech(40), FuroftheG-Acc/End/Rech(43)
Level 30: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(40), UnbGrd-Max HP%(45), ImpArm-ResPsi(50)
Level 32: One with the Shield -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(33), ImpArm-ResPsi(50)
Level 35: Devastating Blow -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/EndRdx/Rchg(36), SprGntFis-Acc/Dmg/EndRdx/Rchg(36), TchofDth-Dmg/EndRdx/Rchg(36), TchofDth-Dam%(37)
Level 38: Atom Smasher -- SprGntFis-Acc/Dmg/Rchg(A), SprGntFis-Dmg/Rchg(39), SprGntFis-Rchg/+Absorb(39), Arm-Acc/Dmg/Rchg(39), Arm-Dmg/EndRdx(40), Arm-Dam%(48)
Level 41: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(42), RedFrt-Def/EndRdx(42), RedFrt-Def(42)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- RgnTss-Regen+(A)
Level 49: Combat Jumping -- Rct-ResDam%(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), Mrc-Rcvry+(19), NmnCnv-Regen/Rcvry+(31)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(23)
Level 50: Agility Core Paragon 
------------

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What this team needs is more Defenders

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17 minutes ago, Psyonico said:

Maybe I'm doing something wrong, but here's my build, has a bit more F/C/Psi resist than the one above (but slightly less S/L/E/N) and at 38 I don't have too many end issues, not relying on One with the Shield or Recovery Serum.  I've also squeezed a bit more defense into the build to act as a buffer for -def debuffs.

 

  Reveal hidden contents

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!

Pretty Princess: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Radiation Melee
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(5), RedFrt-Def/EndRdx(9), RedFrt-Def(15), ResDam-I(46), ResDam-I(48)
Level 1: Contaminated Strike -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(3), SprMghoft-Acc/Dmg/Rchg(13), SprMghoft-Dmg/EndRdx/Rchg(34), SprMghoft-Acc/Dmg/EndRdx/Rchg(37), SprMghoft-Rchg/Res%(46)
Level 2: Radioactive Smash -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(11), Mk'Bit-Acc/EndRdx/Rchg(25), Mk'Bit-Acc/Dmg/EndRdx/Rchg(37), Mk'Bit-Dam%(46)
Level 4: Battle Agility -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(5), RedFrt-Def/EndRdx(11), RedFrt-Def(15)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Proton Sweep -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(9), ScrDrv-Dmg/Rchg(13), ScrDrv-Acc/Rchg(25), ScrDrv-Acc/Dmg/EndRdx(34), ScrDrv-Dam%(45)
Level 10: Taunt -- Empty(A)
Level 12: Against All Odds -- EndRdx-I(A)
Level 14: Super Jump -- WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng(48)
Level 16: Radiation Siphon -- Hct-Acc/Dmg/Rchg(A), Hct-Dmg(17), Hct-Dmg/EndRdx(17), TchoftheN-Acc/Heal(19), TchoftheN-Acc/EndRdx/Heal/HP/Regen(34), TchoftheN-Heal(45)
Level 18: Grant Cover -- HO:Cyto(A)
Level 20: True Grit -- ResDam-I(A), ResDam-I(21), ImpArm-ResPsi(21), Prv-Absorb%(23), Heal-I(33), Heal-I(43)
Level 22: Phalanx Fighting -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(50)
Level 24: Kick -- Empty(A)
Level 26: Shield Charge -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/EndRdx(27), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(33), FrcFdb-Rechg%(43)
Level 28: Irradiated Ground -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(29), ScrDrv-Acc/Dmg/EndRdx(29), ScrDrv-Dam%(31), FuroftheG-Acc/Dmg/End/Rech(40), FuroftheG-Acc/End/Rech(43)
Level 30: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(40), UnbGrd-Max HP%(45), ImpArm-ResPsi(50)
Level 32: One with the Shield -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(33), ImpArm-ResPsi(50)
Level 35: Devastating Blow -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/EndRdx/Rchg(36), SprGntFis-Acc/Dmg/EndRdx/Rchg(36), TchofDth-Dmg/EndRdx/Rchg(36), TchofDth-Dam%(37)
Level 38: Atom Smasher -- SprGntFis-Acc/Dmg/Rchg(A), SprGntFis-Dmg/Rchg(39), SprGntFis-Rchg/+Absorb(39), Arm-Acc/Dmg/Rchg(39), Arm-Dmg/EndRdx(40), Arm-Dam%(48)
Level 41: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(42), RedFrt-Def/EndRdx(42), RedFrt-Def(42)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- RgnTss-Regen+(A)
Level 49: Combat Jumping -- Rct-ResDam%(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), Mrc-Rcvry+(19), NmnCnv-Regen/Rcvry+(31)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(23)
Level 50: Agility Core Paragon 
------------

 



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Strictly speaking Fire and Cold is not a big worry due to the lack of enemies doing that sort of damage in the higher levels, where Smash and Lethal are universal, and Energy and Negative the second most common.

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Here are both mine.  One is 801 SLE emphasis, the other is Psi-Tank emphasis.

SD RadM Tank - Prototype 801 - Build i4 - [i26].mxd

...

SD RadM Tank - PsiTank Beta r4 - [i25].mxd

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AE 801 (link) is a variety of missions for fun and challenge, and is designed for a team of 5+ Incarnates.  Just search '801' in AE.

     801 Difficulty Varies: 801.0 Easy, ..., 801.2 Standard*, ..., 801.5 Moderate**, ..., 801.6 Hard***, ..., 801.7 Four Star****, ... 801.F Death.

I may be AFK IRL, But CoH is my Forever Home.

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2 hours ago, Linea said:

Appreciate it Linea. How do you feel the combo drives compared to some of the others you’ve done. Leveling was nice, and it feels like it will be absolutely beastly once I get around the endurance consumption.

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Cost in this case means IOs, influence, temps, inspirations, player skill, attention, and ability to anticipate and be precognizant.  Some builds you can AFK and talk all day while fighting, other builds 'You blink you die'.  Most of my builds are some variation of very expensive combined with 'You blink you die'.

 

SR/: I would say SR is the highest performance, but also at the highest cost by a very large margin.   Only the top 0.5% of players are going to be able to drive it the effectively.  This had the absolute best performance ... but also failed completely 11 of 12 runs with me at the wheel.  Difficult to drive is an understatement.

 

SD/: I consider the SD my top tank currently.   It already has 2 builds, and I plan on a 3d Offensive Proc Build.   Harder and more expensive than Inv, but better performance.  I use this in 801.B and up.

 

INV/: I run the Inv most of the time, simply because it's effectively auto-pilot 90% of the time. I use this up to 801.A. 

 

/ENA:  I run this up to 801.9.   I would absolutely love to see this on a tank and see how it compares.  I'd probably put a tank version even with INV/, +/- a notch.  Tank variant might be a notch better, but might also be a notch worse, as compared to INV/.  We'll never know till it gets propagated to Tanks.

 

Rad/: I run this up to 801.7 ... it could probably go up to 801.9, but there are better options.  This is endemic of Resist sets in general.  Give them external defense buffs and they're running around perma-T9.  But with zero defense buffs, the DDR imbalance starts winning out at 801.7 and up.  This is just a baked in game bias.  WITH Buffs it's better, without it's worse.  "Are you feeling buffed today, punk?  Are you?" 

Note: It's rare for standard content to be more difficult than 801.2. It's also rare for the standard team not to have at least minimal defense buffs.  Therefore in normal standard content, it should be rare for this to not perform substantially better than might be indicated here.

 

The resist armor issue in 801 is similar to def/res issues of running standard content with random pugs.   Joe always built i-cap with minimal resists, meanwhile, I took the same build and built more standard defenses with moderate to high resists while assuming there would be at least a pair of maneuvers on an 8 man incarnate team.  9 out of 10 teams, I'd live and Joe would die.  1 out of 10 teams, I'd die horribly and Joe would live and laugh maniacally. Aka: most incarnate teams have at least minimal defense buffs.   However, in 801.7 and up 'minimal defense buffs' starts becoming insufficient.  The higher you go in 801, the more defense (and resist) buffs you need.  But in standard content, you never reach anything near this difficulty level.

 

Edited by Linea
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AE 801 (link) is a variety of missions for fun and challenge, and is designed for a team of 5+ Incarnates.  Just search '801' in AE.

     801 Difficulty Varies: 801.0 Easy, ..., 801.2 Standard*, ..., 801.5 Moderate**, ..., 801.6 Hard***, ..., 801.7 Four Star****, ... 801.F Death.

I may be AFK IRL, But CoH is my Forever Home.

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43 minutes ago, Linea said:

Cost in this case means IOs, influence, temps, inspirations, player skill, attention, and ability to anticipate and be precognizant.  Some builds you can AFK and talk all day while fighting, other builds 'You blink you die'.  Most of my builds are some variation of very expensive combined with 'You blink you die'.

 

SR/: I would say SR is the highest performance, but also at the highest cost by a very large margin.   Only the top 0.5% of players are going to be able to drive it the effectively.  This had the absolute best performance ... but also failed completely 11 of 12 runs with me at the wheel.  Difficult to drive is an understatement.

 

SD/: I consider the SD my top tank currently.   It already has 2 builds, and I plan on a 3d Offensive Proc Build.   Harder and more expensive than Inv, but better performance.  I use this in 801.B and up.

 

INV/: I run the Inv most of the time, simply because it's effectively auto-pilot 90% of the time. I use this up to 801.A. 

 

/ENA:  I run this up to 801.9.   I would absolutely love to see this on a tank and see how it compares.  I'd probably put a tank version even with INV/, +/- a notch.  Tank variant might be a notch better, but might also be a notch worse, as compared to INV/.  We'll never know till it gets propagated to Tanks.

 

Rad/: I run this up to 801.7 ... it could probably go up to 801.9, but there are better options.  This is endemic of Resist sets in general.  Give them external defense buffs and they're running around perma-T9.  But with zero defense buffs, the DDR imbalance starts winning out at 801.7 and up.  This is just a baked in game bias.  WITH Buffs it's better, without it's worse.  "Are you feeling buffed today, punk?  Are you?" 

Note: It's rare for standard content to be more difficult than 801.2. It's also rare for the standard team not to have at least minimal defense buffs.  Therefore in normal standard content, it should be rare for this to not perform substantially better than might be indicated here.

 

The resist armor issue in 801 is similar to def/res issues of running standard content with random pugs.   Joe always built i-cap with minimal resists, meanwhile, I took the same build and built more standard defenses with moderate to high resists while assuming there would be at least a pair of maneuvers on an 8 man incarnate team.  9 out of 10 teams, I'd live and Joe would die.  1 out of 10 teams, I'd die horribly and Joe would live and laugh maniacally. Aka: most incarnate teams have at least minimal defense buffs.   However, in 801.7 and up 'minimal defense buffs' starts becoming insufficient.  The higher you go in 801, the more defense (and resist) buffs you need.  But in standard content, you never reach anything near this difficulty level.

 

This is fantastic info, thanks Linea. How about Shield and how it pairs specifically with Rad Melee? Honestly feels like such a great match to me. Rad melee brings both a damage aura and a heal, which Shield lacks.

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On 5/13/2021 at 9:23 AM, Linea said:

Cost in this case means IOs, influence, temps, inspirations, player skill, attention, and ability to anticipate and be precognizant.  Some builds you can AFK and talk all day while fighting, other builds 'You blink you die'.  Most of my builds are some variation of very expensive combined with 'You blink you die'.

 

SR/: I would say SR is the highest performance, but also at the highest cost by a very large margin.   Only the top 0.5% of players are going to be able to drive it the effectively.  This had the absolute best performance ... but also failed completely 11 of 12 runs with me at the wheel.  Difficult to drive is an understatement.

 

SD/: I consider the SD my top tank currently.   It already has 2 builds, and I plan on a 3d Offensive Proc Build.   Harder and more expensive than Inv, but better performance.  I use this in 801.B and up.

 

INV/: I run the Inv most of the time, simply because it's effectively auto-pilot 90% of the time. I use this up to 801.A. 

 

/ENA:  I run this up to 801.9.   I would absolutely love to see this on a tank and see how it compares.  I'd probably put a tank version even with INV/, +/- a notch.  Tank variant might be a notch better, but might also be a notch worse, as compared to INV/.  We'll never know till it gets propagated to Tanks.

 

Rad/: I run this up to 801.7 ... it could probably go up to 801.9, but there are better options.  This is endemic of Resist sets in general.  Give them external defense buffs and they're running around perma-T9.  But with zero defense buffs, the DDR imbalance starts winning out at 801.7 and up.  This is just a baked in game bias.  WITH Buffs it's better, without it's worse.  "Are you feeling buffed today, punk?  Are you?" 

Note: It's rare for standard content to be more difficult than 801.2. It's also rare for the standard team not to have at least minimal defense buffs.  Therefore in normal standard content, it should be rare for this to not perform substantially better than might be indicated here.

 

The resist armor issue in 801 is similar to def/res issues of running standard content with random pugs.   Joe always built i-cap with minimal resists, meanwhile, I took the same build and built more standard defenses with moderate to high resists while assuming there would be at least a pair of maneuvers on an 8 man incarnate team.  9 out of 10 teams, I'd live and Joe would die.  1 out of 10 teams, I'd die horribly and Joe would live and laugh maniacally. Aka: most incarnate teams have at least minimal defense buffs.   However, in 801.7 and up 'minimal defense buffs' starts becoming insufficient.  The higher you go in 801, the more defense (and resist) buffs you need.  But in standard content, you never reach anything near this difficulty level.

 

NM buddy, figured it out. Just used text edit!

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