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Hi all,

As you may know from TT's and other events, forum threads, or my sig, I'm a big Rad/Fire fan. I've been running Warboss under a slightly different build than I'm posting here, but am looking for feedback on this revamp of the build. I dropped Tactics in favor of getting him Meltdown (I know, I know... I should have been running that from the beginning, but I haven't and he's a pretty solid Tank). Things I would like to do, but not required: get that remaining 3% Melee Defense back if possible, maybe get Tactics back (although at this point I don't think it's necessary), add more PSi Resist outside of Meltdown and the Incarnate powers.

 

Thanks in advance for checking the build out. I look forward to your comments.

 

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Nothing warms your opponent like Fiery Melee.

Tanker Tuesday and Tanker Tuesday Tour Info:

1st Tuesday-Excelsior

2nd Tuesday-Torchbearer

3rd Tuesday- Everlasting

4th Tuesday- Indomitable

Special weekend run for Reunion/Europe

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I don't want to change your mind, but Fire Melee is in a position where it does nothing really great. The animations are not fast, it has no secondary effects, and it is not great damage.

 

 

You seem to know your way around Mids so I am a bit unsure as to why you've aimed to over-cap resistances. Nothing over 90% gives anything and you still have two stacks of the Tanker's ATO who will give an extra 14% on top of your already completely over the top resistances. I'm going to suggest messing with your slotting and aim for around 85% at most. That way two ATO procs will (slightly over) cap you and this gives freedom to add things elsewhere. For example aim for another 8% in S/L defense.

 

No point in having 6 slotted Ground Zero for 5% psi defense when you only have 20% defense but a nice chunky 70% resist to psi. You could aim for a bit more psi so it is capped with two ATO stacks.

 

Speaking of ATO stacks if you are not going to use your AoE on a ST fight it makes more sense to put it somewhere else than an AoE. I would suggest Fire Sword. You can shave it down to only four ATOs (or five if you want the psi resistance) there too because you're not going to miss 6% S/L resistance when you're already at 102%.

 

Those two slots in Fusion could do with a Gaussian proc to turn that 80% damage boost into 160% (for only five seconds though, but great to open a fight with AoEs).

 

Radiation Therapy would love a Theft of Essence proc to fill your blue bar from very early on. With it like that and Particle Shielding you could probably just remove the extra slots in Stamina and Health.

 

You've aimed for Fire/Cold resistances a few times but they aren't very important.

 

 

I've tried to respect your choices (puzzling as they are with neither Fire Sword not Incinerate taken, but you do you) but this is what I'd shuffle it into:

- Your defense is now at 40% to S/L,

- You don't need Tactics since nearly all your attacks are at the cap to hit +3 (which is where the T3 Alpha leaves you).

- You don't need Ageless as well since Theft of Essence and Particle Shielding should have you sweating endurance and thus I suggest Barrier for a panic button and to give the last 5% to S/L defenses, as well as capping your resistances with two ATO procs. Hasten is already at 134 seconds and Beta Decay and being surrounded by enemies will lower this further.

- The 'low' resistance numbers take in account 14% from two ATO procs + Barrier's 5%. For easy gameplay you don't pop Barrier on CD because, well, you know, it's easy? But when needed you can use it and for the duration you'll be softcapped to S/L as well as not relying on a third ATO stack.

 

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: Radiation Armor
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-EndRdx/Rchg(3), ImpArm-ResPsi(5), UnbGrd-ResDam/EndRdx/Rchg(5), UnbGrd-Max HP%(48)
Level 1: Scorch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(25)
Level 2: Gamma Boost -- PrfShf-End%(A)
Level 4: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-Rchg/ResDam(11), UnbGrd-ResDam/EndRdx/Rchg(11), ImpArm-ResPsi(43)
Level 6: Combustion -- SprAvl-Rchg/KDProc(A), SprAvl-Dmg/EndRdx(13), SprAvl-Acc/Dmg/EndRdx(13), SprAvl-Acc/Dmg/Rchg(15), SprAvl-Acc/Dmg/EndRdx/Rchg(15)
Level 8: Fallout Shelter -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(19), ImpArm-ResPsi(39), GldArm-3defTpProc(48)
Level 10: Radiation Therapy -- ThfofEss-+End%(A), Pnc-Heal/EndRedux(21), Pnc-EndRdx/Rchg(21), Pnc-Heal/Rchg(23), Pnc-Heal/EndRedux/Rchg(23), Pnc-Heal(25)
Level 12: Taunt -- Empty(A)
Level 14: Beta Decay -- AchHee-ResDeb%(A)
Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(29), ShlWal-ResDam/Re TP(31)
Level 18: Particle Shielding -- Prv-Heal(A), Prv-Heal/EndRdx(31), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(33), Prv-Absorb%(33)
Level 20: Build Up -- RechRdx-I(A), RechRdx-I(29), GssSynFr--Build%(34)
Level 22: Super Jump -- WntGif-ResSlow(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 26: Ground Zero -- Arm-Dam%(A), Arm-Dmg/Rchg(34), Arm-Acc/Dmg/Rchg(34), Arm-Acc/Rchg(36), Arm-Dmg/EndRdx(36)
Level 28: Fire Sword Circle -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(37), SprGntFis-Acc/Dmg/Rchg(37), SprGntFis-Dmg/EndRdx/Rchg(37), SprGntFis-Acc/Dmg/EndRdx/Rchg(39)
Level 30: Kick -- KntCmb-Dmg/EndRdx/Rchg(A), KntCmb-Dmg/Rchg(40), KntCmb-Dmg/EndRdx(40), KntCmb-Acc/Dmg(40)
Level 32: Meltdown -- ImpArm-ResPsi(A), Ags-Psi/Status(39)
Level 35: Electrifying Fences -- GrvAnc-Acc/Immob/Rchg(A)
Level 38: Greater Fire Sword -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg(42), SprMghoft-Acc/Dmg/Rchg(42), SprMghoft-Dmg/EndRdx/Rchg(43), SprMghoft-Acc/Dmg/EndRdx/Rchg(43)
Level 41: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(45), UnbGrd-ResDam/EndRdx/Rchg(45), ImpArm-ResPsi(47)
Level 44: Ball Lightning -- Rgn-Acc/Dmg/Rchg(A), Rgn-Acc/Rchg(45), Rgn-Dmg/Rchg(46), Rgn-Dmg/EndRdx(46), Rgn-Knock%(46)
Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(50)
Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 1: Gauntlet
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(27), KntCmb-Dmg/Rchg(36), KntCmb-Dmg/EndRdx/Rchg(47)
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+(27)
Level 2: Stamina -- PrfShf-End%(A)
Level 50: Musculature Core Paragon
Level 50: Melee Core Embodiment
Level 50: Ageless Core Epiphany
Level 50: Degenerative Core Flawless Interface
Level 50: Ion Core Final Judgement
------------

 

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Thanks for the feedback Sovera, much appreciated. Just a few questions so I can better understand the changes.

 

1 hour ago, Sovera said:

I don't want to change your mind, but Fire Melee is in a position where it does nothing really great. The animations are not fast, it has no secondary effects, and it is not great damage.

 

Yep, I hear what you're saying, but I've always liked Fire Melee and it's done well by me. If I ever figure out my love of the set I'll let you know, but basically it's fire.

 

1 hour ago, Sovera said:

- Your defense is now at 40% to S/L

 

How necessary is the additional S/L with a Melee Def of 45%+. Is it to add mitigation for Ranged and AoE S/L attacks?

 

1 hour ago, Sovera said:

- You don't need Ageless as well since Theft of Essence and Particle Shielding should have you sweating endurance and thus I suggest Barrier for a panic button and to give the last 5% to S/L defenses, as well as capping your resistances with two ATO procs. Hasten is already at 134 seconds and Beta Decay and being surrounded by enemies will lower this further.

 

Ageless was taken more for the + Recharge and team buffing. Although on the first iteration of Warboss I did have Barrier.

 

1 hour ago, Sovera said:

No point in having 6 slotted Ground Zero for 5% psi defense when you only have 20% defense but a nice chunky 70% resist to psi. You could aim for a bit more psi so it is capped with two ATO stacks.

 

I'm not sure what you mean here, 6 slots of Armageddon gives 6% Psi and Toxic Resist. Am I overlooking a Defense benefit?

 

Thanks for your time. I'll definitely look at combining your suggestions with my build.

 

 

 

Edited by Warboss
Because I'm me, and not perfect

Nothing warms your opponent like Fiery Melee.

Tanker Tuesday and Tanker Tuesday Tour Info:

1st Tuesday-Excelsior

2nd Tuesday-Torchbearer

3rd Tuesday- Everlasting

4th Tuesday- Indomitable

Special weekend run for Reunion/Europe

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45 minutes ago, Warboss said:

 

Thanks for the feedback Sovera, much appreciated. Just a few questions so I can better understand the changes.

 

 

Yep, I hear what you're saying, but I've always liked Fire Melee and it's done well by me. If I ever figure out my love of the set I'll let you know, but basically it's fire.

 

 

How necessary is the additional S/L with a Melee Def of 45%+. Is it to add mitigation for Ranged and AoE S/L attacks?

 

 

Ageless was taken more for the + Recharge and team buffing. Although on the first iteration of Warboss I did have Barrier.

 

 

I'm not sure what you mean here, 6 slots of Armageddon gives 6% Psi and Toxic Resist. Am I overlooking a Defense benefit?

 

Thanks for your time. I'll definitely look at combining your suggestions with my build.

 

 

 

 

S/L defense ends working better than Melee. Attacks with Smash or Lethal can be anything from ranged to melee to AoE. S/L is so common it is mingled in just about anything. Even psi attacks may carry a Smash component.

 

Bullets are ranged but also are Lethal, an ITF boss doing their little spin jump are doing an AoE but it is also a Slash attack. Punches, or swords, or hammer blows, will be slash or smash though they are already covered by Melee defense. Most energy or electric, or sonic, attacks usually have Smash as well.

 

So S/L is a more comprehensive defense though lacking defense debuff resistance it will be stripped easily. It's still better to have it for the factions who do not do defense debuffs though, and Barrier makes it a large buffer that they need to shave through for the creamy center (that is you).

 

You're correct about the Armaggedon. I just glanced at it and mistook it for Apocalypse. That one's on me. Remove one slot from Alpha Barrier and place it back on Ground Zero for a little big more psi resistance. Now it will be on par with the others and hardcapped with two ATO stacks and Barrier where before it was slightly under the cap.

Edited by Sovera
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Cool, thanks for the response and the explanations.

Nothing warms your opponent like Fiery Melee.

Tanker Tuesday and Tanker Tuesday Tour Info:

1st Tuesday-Excelsior

2nd Tuesday-Torchbearer

3rd Tuesday- Everlasting

4th Tuesday- Indomitable

Special weekend run for Reunion/Europe

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