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Bio/TW Tanker build


vmercuryv

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My first attempt at IOing out a level 50 character any feedback is welcome since I am still quite new to CoH endgame and maxing out IO slot potential. I'm a bit unsure of taking maneuvers and Tactics for the last picks, i was toying around with the idea of putting in Focused Accuracy and Physical Perfect from Energy Mastery. It would lower my defenses some, but increase my overall endurance recovery. Any bio armor experts out there willing to give me some pointers?

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

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Level 50 Natural Tanker

Primary Power Set: Bio Armor

Secondary Power Set: Titan Weapons

Power Pool: Leaping

Power Pool: Fighting

Power Pool: Speed

Power Pool: Leadership

 

Hero Profile:

Level 1: Hardened Carapace

  • (A) Unbreakable Guard - +Max HP
  • (7) Unbreakable Guard - Resistance
  • (7) Unbreakable Guard - Resistance/Endurance
  • (9) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 1: Defensive Sweep

  • (A) Superior Avalanche - Accuracy/Damage
  • (3) Superior Avalanche - Damage/Endurance
  • (3) Superior Avalanche - Accuracy/Damage/Endurance
  • (5) Superior Avalanche - Accuracy/Damage/Recharge
  • (5) Superior Avalanche - Accuracy/Damage/Endurance/Recharge

Level 2: Environmental Modification

  • (A) Luck of the Gambler - Recharge Speed
  • (15) Luck of the Gambler - Defense
  • (15) Reactive Defenses - Scaling Resist Damage
  • (17) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 4: Titan Sweep

  • (A) Armageddon - Damage
  • (9) Armageddon - Damage/Recharge
  • (11) Armageddon - Accuracy/Damage/Recharge
  • (11) Armageddon - Accuracy/Recharge
  • (13) Armageddon - Damage/Endurance

Level 6: Inexhaustible

  • (A) Doctored Wounds - Heal
  • (13) Doctored Wounds - Heal/Endurance
  • (27) Performance Shifter - Chance for +End
  • (50) Performance Shifter - EndMod

Level 8: Adaptation

Level 10: Super Jump

  • (A) Jumping IO

Level 12: Ablative Carapace

  • (A) Preventive Medicine - Heal/RechargeTime
  • (17) Preventive Medicine - Heal/RechargeTime/Endurance
  • (19) Doctored Wounds - Heal/Endurance/Recharge
  • (19) Doctored Wounds - Heal/Recharge

Level 14: Evolving Armor

  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (21) Steadfast Protection - Resistance/+Def 3%

Level 16: Follow Through

  • (A) Superior Blistering Cold - Accuracy/Damage
  • (21) Superior Blistering Cold - Damage/Endurance
  • (23) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (23) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (25) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime

Level 18: DNA Siphon

  • (A) Preventive Medicine - Heal/RechargeTime
  • (48) Preventive Medicine - Heal/RechargeTime/Endurance
  • (50) Doctored Wounds - Heal/Endurance/Recharge
  • (50) Doctored Wounds - Heal/Recharge

Level 20: Build Momentum

  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO

Level 22: Boxing

  • (A) Kinetic Combat - Accuracy/Damage
  • (29) Kinetic Combat - Damage/Endurance
  • (29) Kinetic Combat - Damage/Recharge
  • (31) Kinetic Combat - Damage/Endurance/Recharge

Level 24: Hasten

  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO

Level 26: Genetic Contamination

  • (A) Eradication - Damage
  • (34) Eradication - Damage/Recharge
  • (34) Eradication - Accuracy/Damage/Recharge

Level 28: Rend Armor

  • (A) Kinetic Combat - Accuracy/Damage
  • (31) Kinetic Combat - Damage/Endurance
  • (33) Kinetic Combat - Damage/Recharge
  • (33) Kinetic Combat - Damage/Endurance/Recharge
  • (33) Hecatomb - Damage
  • (34) Hecatomb - Accuracy/Damage/Recharge

Level 30: Tough

  • (A) Aegis - Resistance/Endurance
  • (36) Aegis - Resistance/Endurance/Recharge
  • (36) Aegis - Resistance
  • (36) Aegis - Psionic/Status Resistance

Level 32: Parasitic Aura

  • (A) Preventive Medicine - Heal
  • (37) Preventive Medicine - Heal/Endurance
  • (37) Preventive Medicine - Endurance/RechargeTime
  • (37) Preventive Medicine - Heal/RechargeTime
  • (39) Preventive Medicine - Heal/RechargeTime/Endurance
  • (39) Preventive Medicine - Chance for +Absorb

Level 35: Whirling Smash

  • (A) Superior Gauntleted Fist - Accuracy/Damage
  • (39) Superior Gauntleted Fist - Damage/RechargeTime
  • (40) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (40) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (40) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
  • (42) Superior Gauntleted Fist - RechargeTime/+Absorb

Level 38: Arc of Destruction

  • (A) Superior Might of the Tanker - Accuracy/Damage
  • (42) Superior Might of the Tanker - Damage/Recharge
  • (42) Superior Might of the Tanker - Accuracy/Damage/Recharge
  • (43) Superior Might of the Tanker - Damage/Endurance/Recharge
  • (43) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
  • (43) Superior Might of the Tanker - Recharge/Chance for +Res(All)

Level 41: Weave

  • (A) Luck of the Gambler - Recharge Speed
  • (45) Luck of the Gambler - Defense
  • (45) Luck of the Gambler - Defense/Endurance

Level 44: Combat Jumping

  • (A) Luck of the Gambler - Recharge Speed
  • (45) Luck of the Gambler - Defense

Level 47: Maneuvers

  • (A) Luck of the Gambler - Recharge Speed
  • (48) Luck of the Gambler - Defense

Level 49: Tactics

  • (A) Endurance Reduction IO

Level 1: Brawl

  • (A) Kinetic Combat - Accuracy/Damage
  • (46) Kinetic Combat - Damage/Endurance
  • (46) Kinetic Combat - Damage/Recharge
  • (46) Kinetic Combat - Damage/Endurance/Recharge

Level 1: Gauntlet

Level 1: Prestige Power Dash

  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Empty

Level 1: Prestige Power Quick

  • (A) Empty

Level 1: Prestige Power Rush

  • (A) Empty

Level 1: Prestige Power Surge

  • (A) Empty

Level 1: Sprint

  • (A) Empty

Level 2: Rest

  • (A) Empty

Level 4: Ninja Run

Level 2: Swift

  • (A) Empty

Level 2: Health

  • (A) Miracle - +Recovery
  • (48) Numina's Convalesence - +Regeneration/+Recovery

Level 2: Hurdle

  • (A) Empty

Level 2: Stamina

  • (A) Performance Shifter - Chance for +End
  • (27) Performance Shifter - EndMod

Level 1: Momentum

Level 8: Defensive Adaptation

Level 8: Efficient Adaptation

Level 8: Offensive Adaptation

Level 50: Agility Radial Paragon

Level 50: Melee Genome

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Set Bonus Totals:

  • 4% DamageBuff(Smashing)
  • 4% DamageBuff(Lethal)
  • 4% DamageBuff(Fire)
  • 4% DamageBuff(Cold)
  • 4% DamageBuff(Energy)
  • 4% DamageBuff(Negative)
  • 4% DamageBuff(Toxic)
  • 4% DamageBuff(Psionic)
  • 28.81% Defense(Smashing)
  • 28.81% Defense(Lethal)
  • 9.13% Defense(Fire)
  • 9.13% Defense(Cold)
  • 9.13% Defense(Energy)
  • 9.13% Defense(Negative)
  • 6% Defense(Psionic)
  • 27.25% Defense(Melee)
  • 7.56% Defense(Ranged)
  • 7.56% Defense(AoE)
  • 5.4% Max End
  • 6.25% Enhancement(Max EnduranceDiscount)
  • 15% Enhancement(Accuracy)
  • 58.75% Enhancement(RechargeTime)
  • 22.5% SpeedFlying
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 337.3 HP (18%) HitPoints
  • 22.5% JumpHeight
  • 22.5% SpeedJumping
  • MezResist(Confused) 120%
  • MezResist(Held) 120%
  • MezResist(Immobilized) 120%
  • MezResist(Sleep) 120%
  • MezResist(Stunned) 120%
  • MezResist(Terrorized) 120%
  • 16% (0.27 End/sec) Recovery
  • 56% (4.37 HP/sec) Regeneration
  • 30% ResEffect(SpeedFlying)
  • 30% ResEffect(RechargeTime)
  • 30% ResEffect(SpeedRunning)
  • 31.25% Resistance(Smashing)
  • 36.5% Resistance(Fire)
  • 36.5% Resistance(Cold)
  • 13.25% Resistance(Energy)
  • 13.25% Resistance(Negative)
  • 11% Resistance(Toxic)
  • 16% Resistance(Psionic)
  • 0% Resistance(Smashing)
  • 0% Resistance(Lethal)
  • 0% Resistance(Fire)
  • 0% Resistance(Cold)
  • 0% Resistance(Energy)
  • 0% Resistance(Negative)
  • 0% Resistance(Toxic)
  • 0% Resistance(Psionic)
  • 31.25% Resistance(Lethal)
  • 22.5% SpeedRunning

 

 

 

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This char seems more built like a brute than a tank; ablative and DNA siphon not maxed, attacked mostly maxed, weave late, no hasten (for ablative and siphon). Why no adaptation or taunt?

 

Just my thoughts.

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This char seems more built like a brute than a tank; ablative and DNA siphon not maxed, attacked mostly maxed, weave late, no hasten (for ablative and siphon). Why no adaptation or taunt?

 

Just my thoughts.

 

Hasten and Adaptation are both in the build.

 

From my understanding Taunt becomes less necessary and you can rely on your attacks/taunt aura to do the work? I don't have much end game experience though, so i could be very wrong on this?

 

Based on IO/sets and bonuses that I've seen it seems that a lot of defense and resistance bonuses come from the Damage sets. So it would seem to fine to buff up your attacks while getting the defense/resistance you need. I am still not familiar with every single set or bonuses I may have missed. I know Tankers won't be putting out the DPS a well built Brute can, but i don't wnat my Titan weapon to be hitting like a wet noodle either.

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  • 7 months later

Recent updates to tanks should make this a lot more viable too. The trick to bio armour is its not a resistance or regen set, its all about type defence and a stackable absorb shield. 2 recharge in your t9 bio armour is all it needs.  Ablative carapers needs 6 slots alas but those 2 powers will be what stops you even needing to regenerate

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