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The Strongest Tank


BurningDezire

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1 minute ago, Haijinx said:

Its basically no different than a slightly weaker SR with a Heal and a lot of END tools. 

 

With a lot of the weakening coming from the very low DDR (which would be higher on a tank but not enough to matter.) And it's not like nrg drain is a fast cast time. Honestly seems pretty dang well balanced for what it does.

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3 minutes ago, Bill Z Bubba said:

 

With a lot of the weakening coming from the very low DDR (which would be higher on a tank but not enough to matter.) And it's not like nrg drain is a fast cast time. Honestly seems pretty dang well balanced for what it does.

 

Yeah Energy Drain basically is its DDR cushion.   At Tanker numbers you will basically never need it unless Def debuffed or low on END.  Though with Energize, when does the second ever happen?  

 

Capt Powerhouse saying we can't have a direct Port due to the high Def numbers you would get seems laughable in a SR Tanker world. 

 

Also.  It underscores how pathetic ICE tanker's Def numbers are.  

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16 minutes ago, Haijinx said:

Capt Powerhouse saying we can't have a direct Port due to the high Def numbers you would get seems laughable in a SR Tanker world. 

 

Also.  It underscores how pathetic ICE tanker's Def numbers are.  

 

I concur. And ice armor is garbage. Even new tweaked stone armor is even better than ice across the board.

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Heya Dez!

 

Stone is pretty tough to kill.  I run a Stone/Spines AFK Psionic Farm, which is fun.  Not the most efficient thing in the world, but it's fun to do.

 

For your question, here is a tank similar to mine.  Everyone, feel free to posit stuff, just throwing this out as an idea response.

 

POWERSETS

  • Stone Armor
    • Stone Skin, Granite Armor, Rooted, Earth's Embrace
  • Dark Melee
    • -ToHit and a Heal
  • Soul Epic
    • Darkest Night and Dark Obliteration

INCARNATES

  • Alpha - Agility Core Paragon (EndMod, Def, Rech)
  • Judgment - Void Radial Final Judgement (50% -DMG effect)
  • Interface - Paralytic Radial Flawless Interface (5% -DMG effect - stackable)
  • Lore - Storm Elemental Radial Superior Ally
  • Destiny - Ageless Radial Epiphany (for Debuff Resistances)
  • Hybrid - Melee Radial Embodiment (for Defense & Regen bonuses)

RESISTANCE + "-DMG" STACKING

  • Get to Resistance cap 90%
  • Add -DMG attacks (Darkest Night, Paralytic stacking) to further floor damage output before resistance kicks in

DEFENSE + "-TOHIT" STACKING

  • Get defense pretty high, ~45-50% (non-Psi)
  • Dark Melee and Soul Epic add lots of -ToHit

HEAL & REGEN

  • Rooted, Earth's Embrace, Life Drain
  • Melee Radial for tanking nasty mobs

MEZ & DEBUFFS

  • Granite + Rooted = very protected
  • Pool Powers like Tactics help as well
  • IO Set Bonuses and Uniques help also
  • Ageless Radial can be used as a "get out debuff free" card

 

 

 

Anyway, fun question.  Hope I contributed.

 

formerly @JimmyVine (on Infinity & Victory)

currently @Cenozoic (on Reunion)

 

Cenozoic (Mind/Psionic Dominator) ... Los Infiernos (Fire/Devices Blaster) ... Slof (Stone/Spines Tanker) ... Zen's Furnace (Illusion/Dark Controller) ... Cryovolcano (Earth/Cold Controller)

 

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2 minutes ago, Cenozoic said:

Heya Dez!

 

Stone is pretty tough to kill.  I run a Stone/Spines AFK Psionic Farm, which is fun.  Not the most efficient thing in the world, but it's fun to do.

 

For your question, here is a tank similar to mine.  Everyone, feel free to posit stuff, just throwing this out as an idea response.

 

POWERSETS

  • Stone Armor
    • Stone Skin, Granite Armor, Rooted, Earth's Embrace
  • Dark Melee
    • -ToHit and a Heal
  • Soul Epic
    • Darkest Night and Dark Obliteration

INCARNATES

  • Alpha - Agility Core Paragon (EndMod, Def, Rech)
  • Judgment - Void Radial Final Judgement (50% -DMG effect)
  • Interface - Paralytic Radial Flawless Interface (5% -DMG effect - stackable)
  • Lore - Storm Elemental Radial Superior Ally
  • Destiny - Ageless Radial Epiphany (for Debuff Resistances)
  • Hybrid - Melee Radial Embodiment (for Defense & Regen bonuses)

RESISTANCE + "-DMG" STACKING

  • Get to Resistance cap 90%
  • Add -DMG attacks (Darkest Night, Paralytic stacking) to further floor damage output before resistance kicks in

DEFENSE + "-TOHIT" STACKING

  • Get defense pretty high, ~45-50% (non-Psi)
  • Dark Melee and Soul Epic add lots of -ToHit

HEAL & REGEN

  • Rooted, Earth's Embrace, Life Drain
  • Melee Radial for tanking nasty mobs

MEZ & DEBUFFS

  • Granite + Rooted = very protected
  • Pool Powers like Tactics help as well
  • IO Set Bonuses and Uniques help also
  • Ageless Radial can be used as a "get out debuff free" card

 

 

 

Anyway, fun question.  Hope I contributed.

 

Hey Cen, 

Interesting, this combo crossed my mind. The only tank I've been playing is a Inv/DM, so definitely thinking more than once about moving to a secondary without a heal. 

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Re: EnA

The issue is the Stacking +Def in Energy Drain.  Perma 80s defenses on the brute frame, with resists added in.   Some of this has already been addressed by adjusting Rune.

 

1702435734_Kitana-DefRes-211108b-0.80uptime.jpg.2cc601da3c5e53b5920adf06e6e23f27.jpg

 

Now Imagine that with Tank mods.

 

Edited by Linea
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17 hours ago, Werner said:

I suspect the problem with SR and Lord Recluse specifically is his very high to-hit.

This. One of the towers gives him +30% tohit.

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1 hour ago, Linea said:

Re: EnA

The issue is the Stacking +Def in Energy Drain.  Perma 80s defenses on the brute frame, with resists added in.   Some of this has already been addressed by adjusting Rune.

 

1702435734_Kitana-DefRes-211108b-0.80uptime.jpg.2cc601da3c5e53b5920adf06e6e23f27.jpg

 

Now Imagine that with Tank mods.

 

 

Over the cap on defense and capped on resists is NOT difficult for most tanks these days. I see it all the time on my SR tank with better DDR. Sooo, not seeing a problem.

Edited by Bill Z Bubba
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1 hour ago, Bill Z Bubba said:

Over the cap on defense and capped on resists is NOT difficult for most tanks these days. I see it all the time on my SR tank with better DDR. Sooo, not seeing a problem.

30% over the cap without temporary boosts or outside support is still pretty difficult - Super Reflexes is pretty much the only set where you'll regularly see that.

 

On an unrelated note, I've found the new Stone Armor to be an exceptional set. It's trivial to get well above soft-cap on everything but F/C (against which you'll have 90% resists in all likelihood) and there's a lot of offense added to the set.

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18 hours ago, Hjarki said:

30% over the cap without temporary boosts or outside support is still pretty difficult

 

Unless you're Invulnerable with a mob of 10 around you (Invincibility for the win) .   But I agree, only 50% DDR, yet still don't have any real issue with the squid ambush in ITF or the Rularuu eyeballs.

 

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1 hour ago, PLVRIZR said:

Unless you're Invulnerable with a mob of 10 around you (Invincibility for the win) .

Invuln/MA with saturated Invincibility. I suspect we'll see more 75% softcap Tankers show up soon for the new difficulty settings.

 

InvulnMA6.JPG.355c486af3acc8701dedfacae0ac9692.JPG

 

Build:

Spoiler

This Hero build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Martial Arts
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Rchg/ResDam(5), UnbGrd-Max HP%(5), ImpArm-ResPsi(7)
Level 1: Thunder Kick -- Hct-Dmg(A), Hct-Dmg/Rchg(7), Hct-Acc/Dmg/Rchg(9), Hct-Acc/Rchg(45), Hct-Dmg/EndRdx(45), Hct-Dam%(46)
Level 2: Storm Kick -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/Rchg(9), SprMghoft-Acc/Dmg(11), SprMghoft-Acc/Dmg/EndRdx/Rchg(11), SprMghoft-Dmg/EndRdx/Rchg(13), SprGntFis-Rchg/+Absorb(13)
Level 4: Resist Physical Damage -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(21), ImpArm-ResPsi(23), ImpSki-Status(23)
Level 6: Resist Elements -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(27), ImpArm-ResPsi(27)
Level 8: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx/Rchg(31), ImpArm-ResPsi(31)
Level 10: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), Ksm-ToHit+(40), Rct-ResDam%(42)
Level 12: Resist Energies -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Rchg/ResDam(34)
Level 14: Dull Pain -- DctWnd-Heal/Rchg(A), NmnCnv-Heal/Rchg(34), NmnCnv-Heal/EndRdx/Rchg(34)
Level 16: Boxing -- Empty(A)
Level 18: Invincibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), GssSynFr--Build%(36), RctRtc-Pcptn(50)
Level 20: Dragon's Tail -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Acc/Dmg/Rchg(36), Erd-%Dam(37), Arm-Acc/Dmg/Rchg(37), Arm-Dmg/EndRdx(37), Arm-Dam%(39)
Level 22: Tough -- ImpArm-ResPsi(A)
Level 24: Weave -- ShlWal-Def/EndRdx/Rchg(A), ShlWal-ResDam/Re TP(39), ShlWal-Def(39), ShlWal-Def/EndRdx(40)
Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40)
Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33)
Level 30: Focus Chi -- RechRdx-I(A)
Level 32: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42)
Level 35: Crippling Axe Kick -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Rchg/HoldProc(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Acc/Dmg/Rchg(45)
Level 38: Cobra Strike -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(46), SprGntFis-Acc/Dmg/Rchg(46)
Level 41: Gloom -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(48), SprWntBit-Acc/Dmg/Rchg(48), SprWntBit-Dmg/EndRdx/Acc/Rchg(48), SprWntBit-Rchg/SlowProc(50), SprWntBit-Dmg/Rchg(50)
Level 44: Darkest Night -- EndRdx-I(A)
Level 47: Assault -- EndRdx-I(A)
Level 49: Fly -- WntGif-ResSlow(A)
Level 1: Gauntlet 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15), NmnCnv-Regen/Rcvry+(15), NmnCnv-Heal(17), Prv-Absorb%(17)
Level 2: Stamina -- PrfShf-End%(A), PwrTrns-Dam/EndMod(19), PwrTrns-EndMod(19), PwrTrns-+Heal(21)
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: Mighty Radial Final Judgement 
Level 50: Reactive Core Flawless Interface 
Level 50: Assault Core Embodiment 
Level 50: Cardiac Core Paragon 
Level 50: Ageless Radial Epiphany 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
Level 49: Afterburner 
------------

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		|-------------------------------------------------------------------|

 

Edited by Werner
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52 minutes ago, Werner said:

Invuln/MA with saturated Invincibility. I suspect we'll see more 75% softcap Tankers show up soon for the new difficulty settings.

 

InvulnMA6.JPG.355c486af3acc8701dedfacae0ac9692.JPG

 

Build:

  Reveal hidden contents

This Hero build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Martial Arts
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Rchg/ResDam(5), UnbGrd-Max HP%(5), ImpArm-ResPsi(7)
Level 1: Thunder Kick -- Hct-Dmg(A), Hct-Dmg/Rchg(7), Hct-Acc/Dmg/Rchg(9), Hct-Acc/Rchg(45), Hct-Dmg/EndRdx(45), Hct-Dam%(46)
Level 2: Storm Kick -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/Rchg(9), SprMghoft-Acc/Dmg(11), SprMghoft-Acc/Dmg/EndRdx/Rchg(11), SprMghoft-Dmg/EndRdx/Rchg(13), SprGntFis-Rchg/+Absorb(13)
Level 4: Resist Physical Damage -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(21), ImpArm-ResPsi(23), ImpSki-Status(23)
Level 6: Resist Elements -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(27), ImpArm-ResPsi(27)
Level 8: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx/Rchg(31), ImpArm-ResPsi(31)
Level 10: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), Ksm-ToHit+(40), Rct-ResDam%(42)
Level 12: Resist Energies -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Rchg/ResDam(34)
Level 14: Dull Pain -- DctWnd-Heal/Rchg(A), NmnCnv-Heal/Rchg(34), NmnCnv-Heal/EndRdx/Rchg(34)
Level 16: Boxing -- Empty(A)
Level 18: Invincibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), GssSynFr--Build%(36), RctRtc-Pcptn(50)
Level 20: Dragon's Tail -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Acc/Dmg/Rchg(36), Erd-%Dam(37), Arm-Acc/Dmg/Rchg(37), Arm-Dmg/EndRdx(37), Arm-Dam%(39)
Level 22: Tough -- ImpArm-ResPsi(A)
Level 24: Weave -- ShlWal-Def/EndRdx/Rchg(A), ShlWal-ResDam/Re TP(39), ShlWal-Def(39), ShlWal-Def/EndRdx(40)
Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40)
Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33)
Level 30: Focus Chi -- RechRdx-I(A)
Level 32: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42)
Level 35: Crippling Axe Kick -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Rchg/HoldProc(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Acc/Dmg/Rchg(45)
Level 38: Cobra Strike -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(46), SprGntFis-Acc/Dmg/Rchg(46)
Level 41: Gloom -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(48), SprWntBit-Acc/Dmg/Rchg(48), SprWntBit-Dmg/EndRdx/Acc/Rchg(48), SprWntBit-Rchg/SlowProc(50), SprWntBit-Dmg/Rchg(50)
Level 44: Darkest Night -- EndRdx-I(A)
Level 47: Assault -- EndRdx-I(A)
Level 49: Fly -- WntGif-ResSlow(A)
Level 1: Gauntlet 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15), NmnCnv-Regen/Rcvry+(15), NmnCnv-Heal(17), Prv-Absorb%(17)
Level 2: Stamina -- PrfShf-End%(A), PwrTrns-Dam/EndMod(19), PwrTrns-EndMod(19), PwrTrns-+Heal(21)
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: Mighty Radial Final Judgement 
Level 50: Reactive Core Flawless Interface 
Level 50: Assault Core Embodiment 
Level 50: Cardiac Core Paragon 
Level 50: Ageless Radial Epiphany 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
Level 49: Afterburner 
------------

 



| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
		|-------------------------------------------------------------------|
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		|-------------------------------------------------------------------|

 

 

I’ve never made an Invuln but I’ve got a hankerin’ to make one for the new diff settings. Haven’t decided on a secondary yet, but that MA build looks tasty.

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9 minutes ago, ihatethewind said:

I’ve never made an Invuln but I’ve got a hankerin’ to make one for the new diff settings. Haven’t decided on a secondary yet, but that MA build looks tasty.

Yeah, that 15% boost in Def from Storm Kick really cranks it up.

Reunion - JAWBRKR (Inv/SJ Tank), Lich-ilicious (Necro/Dark MM)  Torchbearer - Will Power-Flame (WP/Fire Tank),  Frostee-Freeze (Ice/Emp Troller), DARKNESSREIGNS (Inv/DM Tank), BALLBUSTR (Inv/SS Tank)  Indomitable - PLVRIZR (Stone/SS Tank), The Atomic Warden (Rad/Rad Defender), FACESMSHR (EM/EA Brute)  Excelsior - NUTCRCKR (Inv/SS Tank) - VL500+, DRKSTNITE (DA/DM Tank), Nosfera-too (Kin/Dark Defender), FIREBLLR (FIre/Therm Corr), THUGSRUS (Thugs/Dark MM), Marshal Mayhem (Fire/MA Tank), SLICRDICR (DB/WP Scrap), NECROTANK (SD/DM Tank), FRMRBRWN (Spines/Fire Brute), AVLANCH (Ice/Stone Tank), SWMPTHNG (Bio/Rad Tank), FREEZRBRN (Fire/Ice Tank), ZZAAPP (Elec/Elec Brute), Voltaic Thunderbolt (Elec/Elec Tank) Lemme Axe You Somethin (Rad/Axe Tank), PWDRKEG (Fire/FIre/Pyre Tank), ATMSMSHR (Rad/SS Tank), Morphology of Flame (Bio/Fire Tank) EverlastingMISSADVENTUR (Inv/SS Tank), Mace to the Face (SD/WM Tank)                                                        Retail 2004 (pre-I1) - 2012 lights out; Feb. 2020 - present

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3 minutes ago, PLVRIZR said:

Yeah, that 15% boost in Def from Storm Kick really cranks it up.

10% boost, but definitely. I'm starting to think about how to hit the 75% soft cap on different builds. I don't have good answers yet, but Invuln/MA seems to be able to get there. Other defense-boosting secondaries would be useful too. Maybe SR/MA would work. I'm sure you don't need Martial Arts to 75% soft cap Super Reflexes, but I figure it would maintain build flexibility so as to keep the resists high. Another nice thing about Invuln for the new difficulties is the big to-hit boost from Invincibility, which will be helpful when trying to hit enemies with +30% defense. I think I need to add Tactics or Focused Accuracy to make the build viable in that regard, though. But that sacrifices defense. Being able to hit is also a limitation on the defense-boosting secondaries. If you don't hit, your defense drops, and you get wrecked. And even if you're at 75% defense, if you don't have SR levels of DDR, lots of enemies will peel your defenses open and wreck you. Hmmm. I need to fiddle. Also fiddle with Stone. I've never done Stone. Stone/MA maybe? I feel like all of a sudden I don't much know what would make The Strongest Tank. Maybe even give up on defense and go with one of the resist primaries. Maybe resistance will scale better to the new difficulties than defense will, unless you can get yourself 75% plus with good DDR.

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1 hour ago, Werner said:

10% boost, but definitely. I'm starting to think about how to hit the 75% soft cap on different builds. I don't have good answers yet, but Invuln/MA seems to be able to get there. Other defense-boosting secondaries would be useful too. Maybe SR/MA would work. I'm sure you don't need Martial Arts to 75% soft cap Super Reflexes, but I figure it would maintain build flexibility so as to keep the resists high. Another nice thing about Invuln for the new difficulties is the big to-hit boost from Invincibility, which will be helpful when trying to hit enemies with +30% defense. I think I need to add Tactics or Focused Accuracy to make the build viable in that regard, though. But that sacrifices defense. Being able to hit is also a limitation on the defense-boosting secondaries. If you don't hit, your defense drops, and you get wrecked. And even if you're at 75% defense, if you don't have SR levels of DDR, lots of enemies will peel your defenses open and wreck you. Hmmm. I need to fiddle. Also fiddle with Stone. I've never done Stone. Stone/MA maybe? I feel like all of a sudden I don't much know what would make The Strongest Tank. Maybe even give up on defense and go with one of the resist primaries. Maybe resistance will scale better to the new difficulties than defense will, unless you can get yourself 75% plus with good DDR.

 

Dang, thought it was 15, but only have one MA tank...a modified Brunker by @Sovera

 

Stone/MA has some of the most entertaining animations, while in Granite form.  Nothing quite like seeing a 3,000 lb rock monster do a flying side-kick and backflip to reset 😝.  I'm a bit worried about the non-Granite Stoner build, however.  @Hyperstrike would need to weigh in.

 

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Reunion - JAWBRKR (Inv/SJ Tank), Lich-ilicious (Necro/Dark MM)  Torchbearer - Will Power-Flame (WP/Fire Tank),  Frostee-Freeze (Ice/Emp Troller), DARKNESSREIGNS (Inv/DM Tank), BALLBUSTR (Inv/SS Tank)  Indomitable - PLVRIZR (Stone/SS Tank), The Atomic Warden (Rad/Rad Defender), FACESMSHR (EM/EA Brute)  Excelsior - NUTCRCKR (Inv/SS Tank) - VL500+, DRKSTNITE (DA/DM Tank), Nosfera-too (Kin/Dark Defender), FIREBLLR (FIre/Therm Corr), THUGSRUS (Thugs/Dark MM), Marshal Mayhem (Fire/MA Tank), SLICRDICR (DB/WP Scrap), NECROTANK (SD/DM Tank), FRMRBRWN (Spines/Fire Brute), AVLANCH (Ice/Stone Tank), SWMPTHNG (Bio/Rad Tank), FREEZRBRN (Fire/Ice Tank), ZZAAPP (Elec/Elec Brute), Voltaic Thunderbolt (Elec/Elec Tank) Lemme Axe You Somethin (Rad/Axe Tank), PWDRKEG (Fire/FIre/Pyre Tank), ATMSMSHR (Rad/SS Tank), Morphology of Flame (Bio/Fire Tank) EverlastingMISSADVENTUR (Inv/SS Tank), Mace to the Face (SD/WM Tank)                                                        Retail 2004 (pre-I1) - 2012 lights out; Feb. 2020 - present

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1 hour ago, Werner said:

Maybe even give up on defense and go with one of the resist primaries. Maybe resistance will scale better to the new difficulties than defense will, unless you can get yourself 75% plus with good DDR.

 

I don't know.  I still think building resist on top of a Defense armor is better than the other way around.  I've got a SR/Staffer started to test that theory eventually and yeah, will be sporting Tactics and FA, especially with Staff's lack of a Build Up.  But MoT plus Sky Splitter +res bonus + IO res should end up in pretty respectable resistance territory without having to lose too much health to get there.    SR/MA would be better defense, but less resistance.  I'm banking that SR with its uncrackable defense doesn't need that much.

 

Still have the Rad/Staffer who has thumbed her nose at defense in favor of every other thing I could build in, so I'll see how that handles Hard Mode eventually.

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2 hours ago, ZemX said:

I don't know.  I still think building resist on top of a Defense armor is better than the other way around.  I've got a SR/Staffer started to test that theory eventually and yeah, will be sporting Tactics and FA, especially with Staff's lack of a Build Up.  But MoT plus Sky Splitter +res bonus + IO res should end up in pretty respectable resistance territory without having to lose too much health to get there.    SR/MA would be better defense, but less resistance.  I'm banking that SR with its uncrackable defense doesn't need that much.

I've got a SR/Staff and it's go AFK tough in most situations. I don't remember off hand what the resists are at what health levels. You just need to be aware of mobs with over the top tohit buffs (DE Quartz eminators, Rularuu eyeballs, stacked Vengeance, Lord Recluse with the towers up) or autohit attacks. Staff actually has a higher defense buff than MA, but to fewer damage types (15% to melee/lethal vs. 10% to all but psi/toxic), not that you really need either with SR. Staff also has much better AoE damage than MA.

Uunderdog - Rad/Rad Scrapper | Uundertaker - Rad/Dark Corruptor | Uun - MA/Inv Scrapper | Uunison - Grav/Storm Controller | Uuncola - Ice/Temp Blaster | Uundergrowth - Plant/Martial Dominator | Uunstable - SR/Staff Tank

Uunreal - Fire/Time Corruptor | Uunrest - Dark/TA Blaster | Uunseen - Ill/Poison Controller | Uuncool - Cold/Beam Defender | Uunderground - Earth/Earth Dominator | Uunknown - Mind/Psi Dominator | Uunplugged - Stone/Elec Brute

Uunfair - Archery/TA Corruptor | Uunsung - DP/Ninja Blaster | Uunflammable - Fire/Nature Controller | Uunflappable - WM/WP Brute | Uundead - Dark/Dark Tank | Uunfit - Water/Martial Blaster  | Uunwrapped - Dark/Dark Dominator

Uunchill - Ice/Kinetics Corruptor | Uunpleasant - En/En Stalker | Uunbrella - Rad/Rad Sentinel | Uunsafari - Beasts/Traps MM | Uungnome - Nature/Seismic Defender | Uunsavory - Poson/Sonic Defender | Uunicycle - BS/Shield Scrapper

Uuntouchable - Ill/Time Controller | Uunferno - Fire/Fire Tank | Uunthinkable - Psi/SR Scrapper | Uuncivil - Thugs/Elec MM | Uunnatural - Ice/Savage Dominator | Uunshockable - Elec/Bio Sentinel | Uunfathomable - Elec/Dark Controller

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3 hours ago, PLVRIZR said:

I'm a bit worried about the non-Granite Stoner build, however.  @Hyperstrike would need to weigh in.

 

 

Stone Armor is getting buffs in the next patch.  Here is what is on the Beta server right now:

 

Spoiler
  • Rock Armor
    • Endurance cost has been reduced from 0.26 end per second to 0.208 end per second
  • Stone Skin
    • The following stats were moved to Stone Skin from Granite:
      • Added Resistance against Fire, Cold, Energy, Negative and Toxic damage. +10%/7.5% for Tankers and Brutes respectively.
      • Added Defense to all but toxic. +5%/3.75% for Tankers and Brutes respectively.
    • This power should now accept Defense enhancements and sets.
  • Earth's Embrace
    • Recharge lowered from 360 seconds to 120 seconds
    • Cast time reduced from 2.1 seconds to 1.0 seconds
    • Duration reduced from 120 seconds to 60 seconds
    • The Max HP buff can no longer be stacked with itself
    • Heal scale reduced from scale 4 to scale 1.35
  • Mud Pots
    • Endurance cost for this power has been reduced from 0.78 end per second to 0.52 end per second
  • Crystal Armor
    • This power now grants a 20% recovery buff while it's active
    • Power can now be enhanced for end modification sets and enhancements
    • Cast time reduced from 2.01s to 1.0s
    • Endurance cost has been reduced from 0.26 end per second to 0.208 end per second
  • Minerals
    • This power now grants a 15% recharge buff while it's active
    • Endurance cost has been reduced from 0.26 end per second to 0.208 end per second
  • Brimstone Armor
    • This power now grants the caster a fire damage proc
    • This proc is based on attacks cast time, instead of their recharge
    • This proc uses AT modifiers: Ranged_Damage for attacks with base ranges > 20 ft and Melee_Damage otherwise.
    • (Brutes Only) This proc scales with Fury (up to x2 damage at 100% Fury)
    • (Scrappers Only) This proc has a chance to critical hit
    • Increased Fire/Cold resistance from scale 2.5 to scale 3.0
    • Added scale 2.0 Toxic resistance
    • Endurance cost has been reduced from 0.26 end per second to 0.208 end per second
  • Granite
    • Players should now be able to do small 1.5ft high jumps while in granite form. This is high enough to jump some small bench-sized ledges, but not enough to jump over enemies or fences.
    • The following stats were moved to Stone Skin from Granite:
      • Resistance against Fire, Cold, Energy, Negative and Toxic damage was reduced by 10%/7.5% for Tankers and Brutes respectively.
      • Defense lowered by 5%/3.75 for Tankers and Brutes respectively.

 

In my experience with a stone tanker, I generally build to offset granite's penalties, while capping Def/Res in Granite.  What this does outside of Granite is a thing of beauty, even though you don't have as much mitigation, you've got a ton of damage and recharge.

What this team needs is more Defenders

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24 minutes ago, Uun said:

Staff actually has a higher defense buff than MA, but to fewer damage types (15% to melee/lethal vs. 10% to all but psi/toxic), not that you really need either with SR. Staff also has much better AoE damage than MA.

 

Right, that's why I think the bigger deal with Staff on an SR tanker is the 13.3% +res(All) you get from using Sky Splitter with 3 stacks of Perfection of Body.  Lasts 15s and is easy to keep going.

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5 hours ago, PLVRIZR said:

 

Dang, thought it was 15, but only have one MA tank...a modified Brunker by @Sovera

 

Stone/MA has some of the most entertaining animations, while in Granite form.  Nothing quite like seeing a 3,000 lb rock monster do a flying side-kick and backflip to reset 😝.  I'm a bit worried about the non-Granite Stoner build, however.  @Hyperstrike would need to weigh in.

 



You mean...

LIKE THIS!!!!!!

Spoiler

This Hero build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Wudan Mountain: Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Martial Arts
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Rock Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), ShlWal-ResDam/Re TP(3), Rct-ResDam%(5)
Level 1: Thunder Kick -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(7), Hct-Dmg/EndRdx(7), Hct-Dam%(9)
Level 2: Stone Skin -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-Rchg/ResDam(13), UnbGrd-ResDam/EndRdx/Rchg(15), StdPrt-ResDam/Def+(15), GldArm-3defTpProc(17)
Level 4: Cobra Strike -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(17), OvrFrc-Acc/Dmg/End(19), OvrFrc-Dmg/End/Rech(19), OvrFrc-Acc/Dmg/End/Rech(21), OvrFrc-Dam/KB(21)
Level 6: Earth's Embrace -- Ags-Psi/Status(A)
Level 8: Mud Pots -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(23), SprMghoft-Acc/Dmg/Rchg(23), SprMghoft-Dmg/EndRdx/Rchg(25), SprMghoft-Acc/Dmg/EndRdx/Rchg(25), SprMghoft-Rchg/Res%(27)
Level 10: Warrior's Provocation -- PrfZng-Dam%(A)
Level 12: Rooted -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-EndRdx/Rchg(29), Prv-Heal/Rchg(29), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(31)
Level 14: Brimstone Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(33)
Level 16: Crane Kick -- SuddAcc-KB/Dmg/Rech(A), SuddAcc-KB/Dmg/End(33), SuddAcc-KB/Acc/Dmg(34), SuddAcc-KB/Acc(34), SuddAcc--KB/+KD(34), FrcFdb-Rechg%(36)
Level 18: Crystal Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36)
Level 20: Dragon's Tail -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx(37), SprAvl-Acc/Dmg/Rchg(37), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Rchg/KDProc(39)
Level 22: Kick -- FrcFdb-Rechg%(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-Rchg/ResDam(39), UnbGrd-ResDam/EndRdx/Rchg(40)
Level 26: Minerals -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40)
Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40)
Level 30: Maneuvers -- ShlWal-Def(A), ShlWal-Def/EndRdx(42)
Level 32: Combat Teleport -- WntGif-ResSlow(A)
Level 35: Crippling Axe Kick -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Rchg/HoldProc(43)
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: Char -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(46), SprWntBit-Acc/Dmg/EndRdx(48), SprWntBit-Acc/Dmg/Rchg(48), SprWntBit-Dmg/EndRdx/Acc/Rchg(48), SprWntBit-Rchg/SlowProc(50)
Level 44: Assault -- EndRdx-I(A)
Level 47: Granite Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(9), Mrc-Rcvry+(11)
Level 1: Hurdle -- Jump-I(A)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11)
------------

 

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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		|F7B364DDDC3B9092E81FF007F3ED080|
		|-------------------------------------------------------------------|

 

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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21 minutes ago, Xandyr said:

I'm curious...when will Mids be updated to reflect the new powersets and changes? 

I mean if you really wanted to, you could always update yourself as the source is out there and you would pretty much just have to update the databases and add in the new powers. Otherwise patience is a virtue, and it will be done Soon(tm).

 

Edit: remember that the changes are on test ATM, and not on live, we've had changes on test rolled back and cancelled before like Super Strength.

Edited by SeraphimKensai
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6 hours ago, Xandyr said:

I'm curious...when will Mids be updated to reflect the new powersets and changes? 

 

Short answer: once the changes are out.

 

Long answer: what changes? It's in beta. The numbers will be hammered and tweaked. Things will be removed and added. Last time when we had the Tanker patch it took something like 2 months of hammering before we got a final product.

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@Werner, I think a shield/MA tank would stand up pretty good. 

 I've heard that "hard mode" is designed to wreck defenses. If that's the case, maybe there needs to be a little focus on control? Or as much defense/resist/healing/regen? I guess the more layered you are the better your chances will be. With Incarnates, you can plug/top off just about anything you need.

  Powersets like WM or EM might be better for the soft controls they offer? I love my Staffers, and that extra resistance that's available with sky splitter would be nice tho. I know....I'm rambling. Just bouncing a lot of thoughts and ideas around.

   Then again, maybe hard mode is what we really need to really get back into building specific teams, and developing strategies. I do miss the old days where you had to think. Nowadays, any team with any makeup can pretty much steamroll through about everything. 

A tank's tank...I dunno exactly what that would/will look like in hard mode.

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4 hours ago, Xandyr said:

I've heard that "hard mode" is designed to wreck defenses. If that's the case, maybe there needs to be a little focus on control? Or as much defense/resist/healing/regen? I guess the more layered you are the better your chances will be. With Incarnates, you can plug/top off just about anything you need.

  Powersets like WM or EM might be better for the soft controls they offer? I love my Staffers, and that extra resistance that's available with sky splitter would be nice tho. I know....I'm rambling. Just bouncing a lot of thoughts and ideas around.

   Then again, maybe hard mode is what we really need to really get back into building specific teams, and developing strategies. I do miss the old days where you had to think. Nowadays, any team with any makeup can pretty much steamroll through about everything. 

A tank's tank...I dunno exactly what that would/will look like in hard mode.

Think about Lord Recluse on Relentless. You're nicely soft-capped at 45%. The tower requires another 30%. His Praetorian hit requires another 18.75%. Relentless requires another 30%. You have no temporary powers/inspirations. With Barrier Core Epiphany, you can probably survive 10 secs if you have a extremely high defense build. After 10 sec? You're probably toast without some significant help.

 

That help probably isn't coming from Storm Kick either since there's a good chance you're not going to able to hit Recluse with it reliably.

 

Most of the time when we're talking about 'Strongest Tank', we're implicitly using a model like "can solo ITF". Once you start getting into the extreme situations Relentless will open up, I'd argue it's far less about what you can do independently of others than how effective your baseline is for the support others provide.

 

Right now, I'm definitely leaning towards the "Super Reflexes is King of Relentless". While there are a host of issues with the set, it can achieve sufficient native Defense against all positionals to deal with the run-of-the-mill challenges in Relentless - 75% Defense is not an unreasonable goal for SR. Against Lord Recluse, it can hit that 123.75% for 3 minutes. In theory, two SR Tankers could tank worst case Lord Recluse all day long.

 

 

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