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Tanker- Super Reflexes/Martial Arts - interesting ability to add some pool powers


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Posted

So I am always thinking of new builds and just started Lady Claw, a Super Reflexes/Martial Arts Tanker. I thought it would be bad since I knew I couldn't get real high resistance since Super Reflexes is a defense power but she is turning out to be pretty fun to plan.

 

This end build will allow me to skip enough of the defense powers and still get melee, range, and AOE into the 40% once I hit with Storm Kick for the +10% defense it provides.

 

I also was able to get the Aid Self and the AOE fear into my power choices. I may not keep Aid Self because I hear it can be Meh (not so great). I did like the AOE fear on my other tanker at lower levels but couldn't keep it in the end build. Since I don't need all the passive defensive powers is there any other thoughts of other powers worth getting instead of the three heal powers? I thought about the leadership, sorcery, or force of will pools.

 

I also didnt realize Athletic Run is basically as good or better than combat jumping for height and distance jumping. Was that part of the new update?

 

This Hero build was built using Mids Reborn 3.0.2.19
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Science Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Martial Arts
Power Pool: Speed
Power Pool: Fighting
Power Pool: Presence
Power Pool: Medicine
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Focused Fighting -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(3), LucoftheG-Def/EndRdx/Rchg(3), LucoftheG-Def(5), LucoftheG-Def/Rchg+(5), ShlWal-ResDam/Re TP(31)
Level 1: Thunder Kick -- Hct-Dmg(A), Hct-Dmg/Rchg(36), Hct-Acc/Dmg/Rchg(43), Hct-Acc/Rchg(43), Hct-Dmg/EndRdx(43), Hct-Dam%(46)
Level 2: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(7), LucoftheG-Def/EndRdx/Rchg(7), LucoftheG-Def(9), LucoftheG-Def/Rchg+(9), Rct-ResDam%(40)
Level 4: Cobra Strike -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(13), Mk'Bit-Dmg/Rchg(23), Mk'Bit-Acc/Dmg/EndRdx/Rchg(23), Mk'Bit-Dam%(31)
Level 6: Super Speed -- Empty(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 10: Storm Kick -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(11), SprMghoft-Acc/Dmg/Rchg(13), SprMghoft-Dmg/EndRdx/Rchg(15), SprMghoft-Acc/Dmg/EndRdx/Rchg(15), SprMghoft-Rchg/Res%(17)
Level 12: Boxing -- Empty(A)
Level 14: Provoke -- PrfZng-Dam%(A), PrfZng-Taunt/Rng(42)
Level 16: Practiced Brawler -- RechRdx-I(A)
Level 18: Evasion -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(19), LucoftheG-Def/EndRdx/Rchg(19), LucoftheG-Def(21), LucoftheG-Def/Rchg+(21), LucoftheG-EndRdx/Rchg(42)
Level 20: Intimidate -- Empty(A)
Level 22: Invoke Panic -- GlmoftheA-Acc/Rchg(A), GlmoftheA-EndRdx/Fear(31), GlmoftheA-Acc/EndRdx(34), GlmoftheA-Acc/Fear/Rchg(34), GlmoftheA-Dam%(36)
Level 24: Dragon's Tail -- Arm-Dmg(A), Arm-Dmg/Rchg(25), Arm-Acc/Dmg/Rchg(25), Arm-Acc/Rchg(27), Arm-Dmg/EndRdx(27), Arm-Dam%(29)
Level 26: Injection -- EndRdx-I(A)
Level 28: Focus Chi -- RechRdx-I(A), RechRdx-I(29)
Level 30: Quickness -- Run-I(A)
Level 32: Tough -- StdPrt-ResDam/Def+(A), Ags-ResDam/EndRdx(33), Ags-ResDam/Rchg(33), Ags-ResDam(33), Ags-Psi/Status(34), GldArm-3defTpProc(37)
Level 35: Aid Self -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal/EndRdx(37), NmnCnv-EndRdx/Rchg(39), NmnCnv-Heal(39), NmnCnv-Heal/EndRdx/Rchg(39)
Level 38: Field Medic -- RechRdx-I(A)
Level 41: Mu Lightning -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(42)
Level 44: Eagles Claw -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(45), SprGntFis-Acc/Dmg/Rchg(45), SprGntFis-Dmg/EndRdx/Rchg(45), SprGntFis-Acc/Dmg/EndRdx/Rchg(46), SprGntFis-Rchg/+Absorb(46)
Level 47: Ball Lightning -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Knock%(50), PrfShf-End%(50)
Level 49: Unrelenting -- Prv-Heal(A), Prv-Heal/Rchg(50)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- DctWnd-Heal(A), DctWnd-Heal/Rchg(17), Prv-Absorb%(36), Prv-Heal(37), Pnc-Heal/+End(40), Mrc-Rcvry+(40)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
------------

 

 

 

Posted

I would never skip the passive defence powers on any SR character. They provide defence debuff resistance (which you want at the 95% cap), and a nifty scaling resistance mechanic which increases as your health drops. Sadly I've never found invoke panic to be worthwhile and similarly aid self requires a lot of investment for not enough return in my opinion. I'm levelling a SR brute at the minute and I've simply amended my usual insp combining macros (everything to reds) to leave greens behind and added another 'eat greens' macro into the tray slot where my self heal would be if I had one. It's not perfect but it seems to do the job so far.

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Posted

Could you provide me your eat greens macro please?

 
I continue to tweak this build and will share it later. I took out the healing powers but still will likely try to keep in the provoke powers if I can slot some good IOS in them

 

i understand I want DDR to be 95% but am able to get over 50% melee defense without dodge and my DDR is over 100%. 

Posted (edited)

This is a build I was looking at. It is slightly over the incarnate SC and has enough s/l/e/n resists to keep from being one shot until scaling resists kick in along with 32 hp/sec regen and good recovery.

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!

SR MA 1: Level 50 Magic Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Martial Arts
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Force of Will
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Focused Fighting -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(3), ShlWal-Def/EndRdx(3), ShlWal-Def/EndRdx/Rchg(5), ShlWal-Def(5)
Level 1: Thunder Kick -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(9)
Level 2: Storm Kick -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(11), SprMghoft-Acc/Dmg/Rchg(13), SprMghoft-Dmg/EndRdx/Rchg(13), SprMghoft-Acc/Dmg/EndRdx/Rchg(15), SprMghoft-Rchg/Res%(15)
Level 4: Focused Senses -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def/EndRdx/Rchg(25), ShlWal-Def(27), ShlWal-EndRdx/Rchg(27)
Level 6: Practiced Brawler -- RechRdx-I(A)
Level 8: Combat Jumping -- WntGif-ResSlow(A), Rct-ResDam%(29)
Level 10: Warrior's Provocation -- PrfZng-Dam%(A)
Level 12: Evasion -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(29), ShlWal-Def/EndRdx/Rchg(31), ShlWal-Def(31), ShlWal-EndRdx/Rchg(31)
Level 14: Dodge -- Ksm-ToHit+(A)
Level 16: Crane Kick -- SprGntFis-Acc/Dmg/Rchg(A), SprGntFis-Dmg/EndRdx/Rchg(33), SprGntFis-Acc/Dmg/EndRdx/Rchg(33), GldStr-Acc/Dmg(33), GldStr-%Dam(34), FrcFdb-Rechg%(34)
Level 18: Lucky -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34)
Level 20: Dragon's Tail -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(36), SprGntFis-Rchg/+Absorb(36), Obl-Acc/Dmg/Rchg(36), Obl-Dmg(37), Obl-%Dam(37)
Level 22: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37)
Level 24: Kick -- Empty(A)
Level 26: Quickness -- Run-I(A)
Level 28: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(39), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam(39), UnbGrd-Max HP%(40), Ags-Psi/Status(40)
Level 30: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(40), ShlWal-Def(42), ShlWal-EndRdx/Rchg(42)
Level 32: Assault -- EndRdx-I(A), EndRdx-I(42)
Level 35: Crippling Axe Kick -- HO:Nucle(A), Hct-Dmg(43), Hct-Dam%(43), TchofLadG-%Dam(43), PrfZng-Dam%(45), TchofDth-Dam%(45)
Level 38: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(45), ShlWal-Def(46), ShlWal-EndRdx/Rchg(46)
Level 41: Tactics -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(48), GssSynFr--ToHit/Rchg/EndRdx(50)
Level 44: Weaken Resolve -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(46), CldSns-Acc/Rchg(48), CldSns-%Dam(48)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- PrfShf-End%(A), PwrTrns-+Heal(50)
Level 1: Gauntlet
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-EndRdx(A), Clr-RunSpd(11)
Level 2: Rest -- Heal-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(17), NmnCnv-Regen/Rcvry+(17), Mrc-Rcvry+(19), RgnTss-Regen+(19), NmnCnv-Heal(50)
Level 2: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(21), PwrTrns-EndMod(21), PwrTrns-Dam/EndMod(23), PwrTrns-Dam/Acc/End(23)
Level 50: Musculature Core Paragon
Level 50: Degenerative Core Flawless Interface
Level 50: Rebirth Radial Epiphany
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
Level 50: Freedom Phalanx Reserve
------------

 


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Edited by Marshal_General
Posted

Thanks for sharing your build. It has some interesting ideas and I will need to think about using Energy Mastery as the Epic.

 

I went with a more expensive build which gives me higher overall resistance with S/L resist up to 75% before the tanker AT which give 6.7% resist which I put on Thunder Kick so I should get at least another 13% to be near the Tanker resist cap of 90% much of the time. I know I could have much more defense, especially if I had selected Storm Kick but have found that 45% defense is enough for most of what I play. 

 

I also have a fast enough recharge rate at 153% that I think I can get away with four main attacks of Thunder Kick, Dragon's Tail, Crane Kick, and Eagles Claw with Ball Lighning and Mu Lightning added in for some range attacks and even some healing chances. I also still have the AOE fear which I just like for crowd control and varienty.

 

I have a claws/SR scrapper that plays well that is built similar to your build.  I wonder why your build has higher E/NE resistance than S/L resistance? I tend to use LOG as my defensive sets in order to get my S?L resistance higher.

 

This Hero build was built using Mids Reborn 3.0.2.19
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Science Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Martial Arts
Power Pool: Speed
Power Pool: Presence
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Focused Fighting -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(3), LucoftheG-Def/EndRdx/Rchg(3), LucoftheG-Def(5), LucoftheG-Def/Rchg+(5), LucoftheG-EndRdx/Rchg(31)
Level 1: Thunder Kick -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(36), SprMghoft-Acc/Dmg/Rchg(43), SprMghoft-Dmg/EndRdx/Rchg(43), SprMghoft-Acc/Dmg/EndRdx/Rchg(43), SprMghoft-Rchg/Res%(46)
Level 2: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(7), LucoftheG-Def/EndRdx/Rchg(7), LucoftheG-Def(9), LucoftheG-Def/Rchg+(9), Rct-ResDam%(40)
Level 4: Super Speed -- Clr-EndRdx(A), Clr-Stlth(13)
Level 6: Provoke -- PrfZng-Dam%(A), PrfZng-Taunt/Rng(11)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 10: Warrior's Provocation -- MckBrt-Taunt/Rchg/Rng(A), MckBrt-Taunt/Rng(23), MckBrt-Rchg(23), PrfZng-Dam%(31)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- StdPrt-ResDam/Def+(A), Ags-ResDam/EndRdx(33), Ags-ResDam/Rchg(13), Ags-ResDam(15), Ags-Psi/Status(15), GldArm-3defTpProc(17)
Level 16: Crane Kick -- SuddAcc--KB/+KD(A), Hct-Acc/Rchg(42), Hct-Dmg(33), Hct-Dmg/EndRdx(33), Hct-Acc/Dmg/Rchg(34), Hct-Dam%(37)
Level 18: Evasion -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(19), LucoftheG-Def/EndRdx/Rchg(19), LucoftheG-Def(21), LucoftheG-Def/Rchg+(21), LucoftheG-EndRdx/Rchg(42)
Level 20: Intimidate -- Hrr-Acc/Rchg(A), Hrr-EndRdx/Fear(39), Hrr-Acc/Fear/Rchg(39), Hrr-Acc/EndRdx(39)
Level 22: Invoke Panic -- GlmoftheA-Acc/Rchg(A), GlmoftheA-EndRdx/Fear(31), GlmoftheA-Acc/EndRdx(34), GlmoftheA-Acc/Fear/Rchg(34), GlmoftheA-Dam%(36), GlmoftheA-Fear/Rng(37)
Level 24: Dragon's Tail -- Arm-Dmg(A), Arm-Dmg/Rchg(25), Arm-Acc/Dmg/Rchg(25), Arm-Acc/Rchg(27), Arm-Dmg/EndRdx(27), Arm-Dam%(29)
Level 26: Agile -- LucoftheG-Def/Rchg+(A)
Level 28: Focus Chi -- RechRdx-I(A), RechRdx-I(29)
Level 30: Dodge -- LucoftheG-Def(A)
Level 32: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 35: Mu Lightning -- PwrTrns-+Heal(A), EntChs-Heal%(42), PrfShf-End%(50)
Level 38: Eagles Claw -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(45), SprGntFis-Acc/Dmg/Rchg(45), SprGntFis-Dmg/EndRdx/Rchg(45), SprGntFis-Acc/Dmg/EndRdx/Rchg(46), SprGntFis-Rchg/+Absorb(46)
Level 41: Ball Lightning -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Knock%(50), PrfShf-End%(50)
Level 44: Unrelenting -- NmnCnv-Regen/Rcvry+(A)
Level 47: Lucky -- ShlWal-ResDam/Re TP(A)
Level 49: Practiced Brawler -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- DctWnd-Heal(A), DctWnd-Heal/Rchg(17), Prv-Absorb%(36), Prv-Heal(37), Pnc-Heal/+End(40), Mrc-Rcvry+(40)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
------------

Posted

I understand how you got the higher E/N resistance, my question was why you thought that was better. 
 

I found this useful link that shows that S/L damage is over 25% of all damage while E/N is only about 13%. 
 

 

Posted
1 hour ago, Rustbeltcomics said:

I found this useful link that shows that S/L damage is over 25% of all damage while E/N is only about 13%. 

 

Are you reading that correctly? I believe that spreadsheet and the data is enemy resistance to damage that players do, not the damage the enemy types do. 

The Alphabet Bunnies
Currently Building: Dark/Fire Tanker, Merc/Time MM


50 Bunnies: Alpha Bunny (Il/Rad Controller) Beta-Bunny (FF/BR Defender) Gamma-Bunny (Seismic/Stone Sent) Epsilon Bunny (Spines/Invul Scrapper) Theta Bunny (Willpower/Axe Tanker) Zeta Bunny (DB/EnA Stalker) Lambda Bunny (Bio/SvgM Tanker) Xi Bunny (Stone/Stone Stalker) Sigma Bunny (SR/KM Tanker) Upsilon Bunny (Shield/DM Tanker) Chi Bunny (Fire Farmer Brute) Omega Bunny (Claws/Ninja Scrapper) F - araday Bunny (Elec/Elec Defender)
50 Non-Bunnies: Darboux (Crab Spider) Invisible Icicle (Ice/Bio Stalker) Cooling-Tower (Rad/Ice Tanker) Ferrouscious Feline (Invul/WM Tanker) Bill the Yeti (SavM/Ice Stalker) Sally Salamander (Fire/MA Tanker) Blade Azure (Kat/EnA Scrapper) 

 

Posted

It's always fun to experiment with Pool powers you don't usually use, so for that alone, I approve. 

 

Darn near every power in Super Reflexes is pure gold, though.  Elude is really the most skippable of them, and i still like having Elude.  (in case a sapper gets lucky and drains me... the +Recovery on Elude is Quite nice, and it basically softcaps you EVEN IF you get detoggled. Elude makes for a great "NOPE!" button.). But, lots of people DO skip Elude, and most do just fine. 

 

For sustain, I'd (of course) toss a Panacea proc into health, and then look for 1-3 other powers where I could toss a Power Transfer Chance to Heal Self proc.  That should be plenty good maintenence heals for a character who's almost never going to get hit at all. 

 

 

 

 

 

Posted
3 hours ago, Rustbeltcomics said:

I understand how you got the higher E/N resistance, my question was why you thought that was better. 
 

I found this useful link that shows that S/L damage is over 25% of all damage while E/N is only about 13%. 
 

 

You are correct of course. This was a list of damage resistance of which Lethal is the most resisted and Fire the least. I still think it makes more sense to have S/L resistance higher than E/N resistance. I just have no facts behind my thought I guess.

Posted
3 hours ago, Rustbeltcomics said:

I understand how you got the higher E/N resistance, my question was why you thought that was better. 
 

I found this useful link that shows that S/L damage is over 25% of all damage while E/N is only about 13%. 
 

 

Because the end game has a lot of e/n damage especially in Dark Astoria. I would have bumped toxic/psi up, but I wouldn't have gotten enough to matter.

Posted

Good reason.  Here is one more build without the Presence Power Pool. E/N resistance is only 29% versus your 47% but S/L resistance is one hit away from the 90% cap.

 

I also really like the  Soul Mastery Epic pool both for the excellent Gloom ranged attack and Darkest Night toggle that gives -30% damage and -15% to hit along with a nice AOE of negative energy.

 

This may be my final build, but I should never say never.

 

This Hero build was built using Mids Reborn 3.0.2.19
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Science Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Martial Arts
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Focused Fighting -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(3), LucoftheG-Def/EndRdx/Rchg(3), LucoftheG-Def(5), LucoftheG-Def/Rchg+(5), LucoftheG-EndRdx/Rchg(31)
Level 1: Thunder Kick -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(36), SprMghoft-Acc/Dmg/Rchg(43), SprMghoft-Dmg/EndRdx/Rchg(43), SprMghoft-Acc/Dmg/EndRdx/Rchg(43), SprMghoft-Rchg/Res%(46)
Level 2: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(7), LucoftheG-Def/EndRdx/Rchg(7), LucoftheG-Def(9), LucoftheG-Def/Rchg+(9), Rct-ResDam%(40)
Level 4: Super Speed -- Clr-EndRdx(A), Clr-Stlth(13)
Level 6: Storm Kick -- Mk'Bit-Dmg/EndRdx(A), Mk'Bit-Acc/EndRdx/Rchg(11), Mk'Bit-Dam%(31), Mk'Bit-Acc/Dmg(34), Mk'Bit-Dmg/Rchg(34), TchofDth-Dam%(36)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 10: Warrior's Provocation -- MckBrt-Taunt/Rchg/Rng(A), MckBrt-Taunt/Rng(23), MckBrt-Rchg(23), PrfZng-Dam%(31)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(33), UnbGrd-ResDam(13), UnbGrd-ResDam/EndRdx(15), GldArm-End/Res(15), GldArm-3defTpProc(17)
Level 16: Crane Kick -- SuddAcc--KB/+KD(A), Mk'Bit-Acc/Dmg(42), Mk'Bit-Dmg/EndRdx(33), Mk'Bit-Dmg/Rchg(33), Mk'Bit-Acc/Dmg/EndRdx/Rchg(34), Mk'Bit-Dam%(37)
Level 18: Evasion -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(19), LucoftheG-Def/EndRdx/Rchg(19), LucoftheG-Def(21), LucoftheG-Def/Rchg+(21), LucoftheG-EndRdx/Rchg(42)
Level 20: Agile -- LucoftheG-Def/Rchg+(A)
Level 22: Dodge -- LucoftheG-Def(A)
Level 24: Dragon's Tail -- Obl-Dmg(A), Obl-Acc/Rchg(25), Obl-Dmg/Rchg(25), Obl-Acc/Dmg/EndRdx/Rchg(27), Obl-%Dam(27), FuroftheG-ResDeb%(29)
Level 26: Quickness -- Run-I(A)
Level 28: Focus Chi -- RechRdx-I(A), RechRdx-I(29)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 32: Lucky -- ShlWal-ResDam/Re TP(A)
Level 35: Gloom -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(37), Dcm-Dmg/Rchg(39), Dcm-Build%(39), Dcm-Acc/Dmg/Rchg(39), EntChs-Heal%(42)
Level 38: Eagles Claw -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(45), SprGntFis-Acc/Dmg/Rchg(45), SprGntFis-Dmg/EndRdx/Rchg(45), SprGntFis-Acc/Dmg/EndRdx/Rchg(46), SprGntFis-Rchg/+Absorb(46)
Level 41: Darkest Night -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitDeb(48)
Level 44: Dark Obliteration -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(48), Bmbdmt-Dam/Rech(48), Bmbdmt-Acc/Dam/Rech(50), Bmbdmt-Acc/Dam/Rech/End(50), Bmbdmt-+FireDmg(50)
Level 47: Summon Widow -- RechRdx-I(A)
Level 49: Practiced Brawler -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- DctWnd-Heal(A), DctWnd-Heal/Rchg(17), Prv-Absorb%(36), Prv-Heal(37), Pnc-Heal/+End(40), Mrc-Rcvry+(40)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
------------

Posted (edited)
9 hours ago, Rustbeltcomics said:

I found this useful link that shows that S/L damage is over 25% of all damage while E/N is only about 13%.

There is a spreadsheet with enemy damage types around somewhere but I would be careful attaching too much weight to that anyway. The problem is that showing average damage types across the whole game means the numbers are skewed by all the s/l that is done at low levels. Exotic damage is far more common at high levels than those numbers make it out to be. Also if you have 100 enemy types that do 50hp s/l attacks and 1 enemy type that does 5000hp psi attacks it looks like s/l is 100 times more common than psi but the psi is the one that is more likely to kill you.

Edited by Parabola
Posted
17 hours ago, MTeague said:

It's always fun to experiment with Pool powers you don't usually use, so for that alone, I approve. 

 

Darn near every power in Super Reflexes is pure gold, though.  Elude is really the most skippable of them, and i still like having Elude.  (in case a sapper gets lucky and drains me... the +Recovery on Elude is Quite nice, and it basically softcaps you EVEN IF you get detoggled. Elude makes for a great "NOPE!" button.). But, lots of people DO skip Elude, and most do just fine. 

 

For sustain, I'd (of course) toss a Panacea proc into health, and then look for 1-3 other powers where I could toss a Power Transfer Chance to Heal Self proc.  That should be plenty good maintenence heals for a character who's almost never going to get hit at all. 

 

 

 

 

 

Great advice about slotting the chance to heal proc as many times as possible. I think two of those will keep me upright better than putting three power slots into the healing pool. I just lost too much  trying to fit them in and a 4 second activation is like missing three attacks so DPS would really suffer. 
 

I had Elude and didn’t use it much. When I did I would be on a time because I would have to finish off a group before it crashed. The crash makes me not want it again. I guess I’m more into consistently knowing what I can do versus being Uber for a few minutes and then sucking air and possibly dying during the crash. Still some helpful advice so I appreciate it. 

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