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Posted

With the understanding that a higher damage resistance is better than a lower one, once a SR build gets its defense more or less handled what should the targets be for Resistance? I'm new to using Mids, and trying to navigate the enhancement bonus options and some very rudimentary Googling is not producing many discussions on general Tanker resistance values.

 

Also, on a scale of 1 to 10 with 5 being "You don't *need* it but it makes things a lot easier" and 10 being "Don't leave home without it. If you've been Tanking without it in SR so far you're doing it wrong and got lucky. You fool. You foolish, foolish fool", how essential would you say Tough is for the whole SR Tanking game?

Posted (edited)

As it's the difference between 42.81% SL resist and 19.25% (turning tough on and off in Mids) for my SR/Claws tank, and knowing that the vast majority of incoming damage for any meleer is SL, I'm gonna side on Tough/Weave are necessary for full/proper functionality for any SR user for any AT that can use it.


Edit: Here's what I shot for on mine. Considering the 20.1% you can get from triple stacking the grossly overpowered SMotT AT IO proc and then SR's scaling resists, hitting the cap to SLFCEN ain't hard at all.

 

image.png.0394a13bc6550ebfc30e84861830086e.png

Edited by Bill Z Bubba
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Posted
58 minutes ago, Bill Z Bubba said:

Edit: Here's what I shot for on mine. Considering the 20.1% you can get from triple stacking the grossly overpowered SMotT AT IO proc and then SR's scaling resists, hitting the cap to SLFCEN ain't hard at all.

 

image.png.0394a13bc6550ebfc30e84861830086e.png

 

That's pretty handy! So you recommend getting SL to about the low 40s, more common energy types to low thirties, and toxic and psionic bring up the rear (or at least that's how you play it whether or not it's a recommendation). When you say hitting the cap, I thought the cap was closer to 90% for Tankers. Or do you mean a different cap?

Posted

10 on Tough. Not optional unless you're running a concept build, or only wanna be tough enough instead of even tougher, or because you're a rebel, or because you just don't wanna, or whatever. OK, nothing's actually mandatory, but I consider it a core power on a high-end SR Tanker. It may not look huge, but the more damage you take, the higher your resistance goes, and the more of a difference Tough will make.

 

Overkill in most cases, but for max Tankiness I'd aim for 50% resist across the board with one Superior Might of the Tanker proc. I'd be trying to hard cap resistance with as many hit points left as possible. I didn't quite get there with the SR/Staff build I fiddled with, but came close. Then I realized how sad my damage output was and abandoned the idea. So you might need to compromise to get other important things, but 50% is my target, even if I miss the target in the end.


SRresist.JPG.ebf6d02a0bdaf9b5e314e54958fb4968.JPG

 

Alternatively, run a build that cycles resistance powers. Arguably tougher in the right hands, but I'm much, much lazier than I used to be when my main was Regen. 

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Posted
1 minute ago, CraterLabs said:

When you say hitting the cap, I thought the cap was closer to 90% for Tankers. Or do you mean a different cap?

He means the hard cap, 90%. You'll be stacking more than one of the resist proc. You'll have scaling damage resist from the scaling resist IO. And biggest of all, you'll have scaling resist from your passive defense powers. On a good build, when getting beaten down, you'll see 90% resists. SR Tankers are easy to hurt, hard to kill.

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Posted (edited)
9 minutes ago, CraterLabs said:

That's pretty handy! So you recommend getting SL to about the low 40s, more common energy types to low thirties, and toxic and psionic bring up the rear (or at least that's how you play it whether or not it's a recommendation). When you say hitting the cap, I thought the cap was closer to 90% for Tankers. Or do you mean a different cap?

 

I meant the 90% cap. On that character, with 3 stacks of MotT proc, that goes to 62.91% SL. So I only need another 27.09% to hard cap which I'll hit at 32.91% health which in my case will leave me (didn't have accolades turned on in that screenshot, actually have 2846.17 HP) 936 HP. Damn near incarnate softcapped with capped SL, capped DDR and 936 HP makes for a looooong lifeline.

Edit: DOH! Werner's right... forgot all about the Reactive Defenses scaling resist proc. Soooo yea, even more HP at resist cap.

 

 

Edited by Bill Z Bubba
Posted
11 minutes ago, Werner said:

Alternatively, run a build that cycles resistance powers. Arguably tougher in the right hands, but I'm much, much lazier than I used to be when my main was Regen. 

 

C'mon, man, if you're gonna cheat like that might as well go scrapper. 🙂

Posted
3 minutes ago, Bill Z Bubba said:

C'mon, man, if you're gonna cheat like that might as well go scrapper. 🙂

Or use inspirations! <shudder>

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Posted
14 minutes ago, Bill Z Bubba said:

 

On that character, with 3 stacks of MotT proc, that goes to 62.91% SL.

 

 

 

Took me a second read to grok the distinction between the baseline set bonuses and the proc itself. I'm new to proc management as an active endeavor, is it fair to assume that proc'll just trigger naturally often enough to get those three stacks? (I figure twenty second duration happening six times a minute works out to that, though I've got a knack for shooting myself in the foot with that kind of assumption)

Posted (edited)
3 minutes ago, CraterLabs said:

 

Took me a second read to grok the distinction between the baseline set bonuses and the proc itself. I'm new to proc management as an active endeavor, is it fair to assume that proc'll just trigger naturally often enough to get those three stacks? (I figure twenty second duration happening six times a minute works out to that, though I've got a knack for shooting myself in the foot with that kind of assumption)

 

I've got the full set of Superior Might of the Tanker in Followup. So regardless of whether I'm in single target or aoe mode, I generally see three stacks as long as I'm in the thick of it. No clue on the math behind it. Edit: Which means, yea, you need to stick it in an attack you use often. I'm sure some folks prefer AoEs but I spend a lot of time fighting hard targets so that would be counterproductive.

Edited by Bill Z Bubba
Posted

10 here as well, I always consider Tough pretty mandatory on my tanks, cuz I figure I should lean hardest into what they specialize in. Welcome to the SR club, its the best.

 

Here's my dudette at base with no SMotT proc, she has Rune too but in practice I find I don't use it very often outside of 801.x missions

 

789092601_srtank.png.e752af1d4f4053db15c5675b8efc934c.png

Posted (edited)

One way to examine this question is to consider 'effective health'. For example, if you're at 70% health and have 25% resists, it would take a hit equal to .7 / (1 - .25) = 93% of maximum health to kill you.

 

Super Reflexes and Reactive Armor add the wrinkle of scaling resists. Presuming you have both, some breakpoints (based on your resists without any of the scaling resists):

  • 30% Resists. This is the steady state point where your effective health stops moving below 60%. A single hit is no more likely to kill you at 10% health than it is at 60% health.
  • 40% Resists. This is the point at which it becomes advantageous to fight at low health. A 40% resist SR Tanker has the same effective health at 20% as they do at 100%. As you move above 40%, you actually have more effective health at low health totals (while also taking far less total damage that needs to be offset with healing/regen).
  • 80% Resists. The "fight better at low health" category ends around here and you're better off just staying at maximum health.

However, it should be noted that no SR Tanker has a particularly high effective health. A 90% Resist Tanker with 100% health can take 10 times their total health bar in a single hit.  For realistic levels of resist on an SR Tanker (such as recommended elsewhere in this thread), 2.5 times is about the max.

 

Super Reflexes also doesn't grant any bonuses to maximum health. An Invulnerability or Stone Tanker probably has 25% more total health than an SR Tanker. So our Invulnerability Tanker is probably going to have an effective health (vs. S/L) at 100% health five times higher than our Super Reflexes Tanker.

 

With that in mind, effective health is primarily meaningful against AV. Against minions/lt/boss, no individual hit is hard enough to kill you outright so all you're really worried about is total mitigation. So if we focus strictly on AV fights, we can count the 8% from uniques (Shield Wall, non-scaling portion of Reactive) and 13% from ATO proc (presuming we place it in the right power). That 21% and our goal should probably be another 9% from set bonuses at minimum. With both ATO, we get another 12% S/L.

 

As a result, I view Toughness on a SR Tanker to be a poor choice. Unlike the overwhelming majority of builds, you have no particular need for Weave - you've got more than enough Defense mules for every unique and it's nearly impossible to build a sub-soft-cap SR Tanker if you're not actively trying to screw up. With uniques and ATOs, you're already in the 30% - 40% range where your scaling resists cause your health decline to stall at low health. While obviously more resist is always better, all it's really doing is shifting the point you hit maximum resists to a slightly health total.

 

Not taking Toughness means you save:

  • A power pool. You've only got 4, so might as well not waste one.
  • A power pick. Kick/Boxing are wastes of a power pick that you can't do anything with.
  • Endurance. Not having to keeping those two toggles running is a significant endurance savings for a primary that has no endurance management.

With that in mind, not taking Toughness also means you no longer have the ability to slot Unbreakable Guard, Gladiator's Armor, Steadfast Protection and Impervious Skin. Luckily, there's an alternative: Rune of Protection.

 

To get to Rune of Protection, you can easily take Mystic Flight - it's a perfectly serviceable travel power that can be used to slot Winter's Chill (amongst other things). Spirit Ward is essentially a dead power - none of the healing uniques function in powers you don't use and you're not going to be using Spirit Ward.

 

Arcane Bolt can potentially be effective. Eyeballing the math, Arcane Power probably only procs once every 25 sec or so. Once it has proc'd, Arcane Bolt is 66 dpa (higher tahn all but the hardest-hitting Tanker attacks) so it can be used to (slightly) increase your single target dps. It's also a good place to dump sets like Apocalypse if needed.

 

You also gain access to Enflame. This allows slotting Ragnarok. Unless I'm misreading City of Data, this deals 26.415 (5.283*5) damage to 5 targets every 3 sec for 60 sec. The frequent patch dropping also means procs activate quite a bit more often than would otherwise occur.

 

In terms of Rune of Protection itself, it provides about +30% to all resists while active (60 sec every 180 sec, no recharge reduction). This isn't useful for churning through endless waves of ITF trash, but it's quite handy when you first engage an AV and having yet gotten a chance to stack your ATO procs. And, of course, it costs zero endurance when you're not using it.

Below are the stats for my current SR/Staff Tanker @100% health without ATO proc, Staff resist proc, or Rune of Protection. With all three of those active, I'd have about +56% to all resists.

SRStaff Stats.png

Edited by Hjarki
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Posted

Rune of Protection is 100% useless 66% of the time.

The above theory ignores extra HP from slotting. My tank sits at 2846 HP.

It ignores defense and all the regen that occurs while you're not being hit.

Since it was mentioned, it also fails to note how resistance builds must suffer all incoming debuffs while defense builds get to ignore the vast majority of them.

Lastly, while an SR tank can certainly hit the regular softcap to all positions without weave, it's going to mean a lot more incoming hits when you're dealing with incarnate content.

Posted (edited)
32 minutes ago, Bill Z Bubba said:

Rune of Protection is 100% useless 66% of the time.

The above theory ignores extra HP from slotting. My tank sits at 2846 HP.

It ignores defense and all the regen that occurs while you're not being hit.

Since it was mentioned, it also fails to note how resistance builds must suffer all incoming debuffs while defense builds get to ignore the vast majority of them.

Lastly, while an SR tank can certainly hit the regular softcap to all positions without weave, it's going to mean a lot more incoming hits when you're dealing with incarnate content.

 

  • You don't actually need 100% uptime on Rune of Protection because your goal is to fight at low health totals and capped resists. Rune of Protection does help with the initial engagement against an AV and is a place to slot the uniques. Toughness, on the other hand, is useless most of the time because it simply over-caps your S/L (only) resists.
  • 2740 HP/320% Regen are hardly 'ignoring' health on an SR Tanker. It is, in fact, significantly more than the stats you linked earlier.
  • I'm not sure how having 50%+ Defense is 'ignoring' Defense. The linked stats are also from a Staff Tanker - which means you can realistically expect +35% more Melee Defense if needed. Again, the defenses I posted are not dissimilar to the ones on your linked build so I'm not sure what the complaint is.
  • It wasn't mentioned. Indeed, your response is a bit baffling given how little it has to do with anything I wrote.
  • In Incarnate content you have Incarnate abilities. There's no actual difference in the number of incoming hits between regular content above the soft-cap and Incarnate content above the soft-cap with Incarnate abilities. I'd argue that's the proper design goal - not piling on ridiculous amounts of defense that you never actually use. If you're talking about extraordinarily difficult content, then you've got multiple stacking team buffs (not just Incarnates) that address your concern here as well.
Edited by Hjarki
Posted (edited)

Well, ya did edit your post after I posted... you provided none of the build info in the initial post.

 

You mentioned resist tankers here with a random 10x vs 2.5x comparison. Thus my comment regarding them.

1 hour ago, Hjarki said:

However, it should be noted that no SR Tanker has a particularly high effective health. A 90% Resist Tanker with 100% health can take 10 times their total health bar in a single hit.  For realistic levels of resist on an SR Tanker (such as recommended elsewhere in this thread), 2.5 times is about the max.

 

I see no point discussing teammates and what they can bring during a build discussion. If the min levels of barrier are getting you to the incarnate softcap, so be it.

 

And no, my goal isn't to fight at low health with capped resists. My goal is to survive everything solo without leaning on partial uptime powers/buffs.

Edited by Bill Z Bubba
Posted
26 minutes ago, Bill Z Bubba said:

Well, ya did edit your post after I posted... you provided none of the build info in the initial post.

What you're not grasping is that nothing you wrote makes any sense within the context of what you're replying to. You're inventing all sorts of objections to claims never made. It's fairly clear that you either didn't read what I wrote or you didn't understand it.

 

The build info I provided is not necessary to understand what I wrote. With or without the build info, you're arguing against straw men.

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Posted
On 5/13/2022 at 7:26 PM, Werner said:

Arguably tougher in the right hands, but I'm much, much lazier than I used to be when my main was Regen. 


😞

 

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

Posted (edited)

This analysis of Tough will of course apply only to smashing/lethal damage since that's all it's good for, though that's probably still the most common damage type. Let's take my build, ignore my secondary, and round the numbers a bit. I have about 2700 HP. I'm at 22.5% smashing/lethal resistance without procs or Tough. Say I average two procs for another 13.5%, so 36%, and Tough takes me to 59.5%. 

 

Ignoring the one-shot code, what would it take to one-shot me with and without Tough? At my full 2700 HP, without Tough it takes a 4219 damage hit to kill me. With Tough, it takes a 6667 damage hit to kill me (58% more). When the Tough build caps resistance at 945 hit points, the build without Tough is only at 67.5% resistance, and it takes a 2908 damage hit to kill me. With Tough, it takes a 9450 damage hit to kill me (225% more). When the non-Tough build finally caps resistance at 378 HP, it takes a 3780 damage hit to kill me either way (0% more). It clearly varies a lot, but over the whole range of hit points, a single hit takes roughly 80% more damage to kill me if I have Tough.

 

Tough is huge.

 

Still, OK, that's perhaps unrealistic. Though it happens, we're not normally taking huge multi-thousand hit point single hits. So let's assume the opposite, that the damage is done by a large number of small hits. I used a spreadsheet to look at what it takes to do 1% damage to me, 27 damage. So for example, without Tough at 2700 HP it takes 42 damage to do 27 damage. At 1620 our resistance has climbed to 40% due to the scaling resistance IO, and it takes 45 damage to do 27 damage. Things start ramping up quickly at that point, until we finally hit 90% resistance at 378 HP, and it now takes 270 damage to do 27 damage. It stays flat from there until zero. With Tough has a different curve, but it's the same idea. Add it all up, and without Tough, it takes 9953 damage to kill me. With Tough, it takes 15,581 damage to kill me (57% more).

 

Tough is huge.

 

None of this happens in a vacuum, of course. Skip Tough, and you skip Weave, which maybe isn't that useful but at least makes it easier to incarnate soft cap if that's something you're into. I'm into it. But you do get three power picks and some slots back, and you can do a whole lot with three power picks and some slots. And as I said, "Alternatively, run a build that cycles resistance powers. Arguably tougher in the right hands..." So yeah, Tough is huge for SR, but with the right build and the right playstyle, you may be able to get something just as huge by skipping it. But it definitely wouldn't be my default recommendation, or the simplest way to play. Advanced builders only, shall we say. 😉

Edited by Werner
378 and 3780, not 348 and 3480
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Posted (edited)
1 hour ago, Werner said:

This analysis of Tough will of course apply only to smashing/lethal damage since that's all it's good for, though that's probably still the most common damage type. Let's take my build, ignore my secondary, and round the numbers a bit. I have about 2700 HP. I'm at 22.5% smashing/lethal resistance without procs or Tough. Say I average two procs for another 13.5%, so 36%, and Tough takes me to 59.5%. 

 

Ignoring the one-shot code, what would it take to one-shot me with and without Tough? At my full 2700 HP, without Tough it takes a 4219 damage hit to kill me. With Tough, it takes a 6667 damage hit to kill me (58% more). When the Tough build caps resistance at 945 hit points, the build without Tough is only at 67.5% resistance, and it takes a 2908 damage hit to kill me. With Tough, it takes a 9450 damage hit to kill me (225% more). When the non-Tough build finally caps resistance at 348 HP, it takes a 3480 damage hit to kill me either way (0% more). It clearly varies a lot, but over the whole range of hit points, a single hit takes roughly 80% more damage to kill me if I have Tough.

 

Tough is huge.

 

Still, OK, that's perhaps unrealistic. Though it happens, we're not normally taking huge multi-thousand hit point single hits. So let's assume the opposite, that the damage is done by a large number of small hits. I used a spreadsheet to look at what it takes to do 1% damage to me, 27 damage. So for example, without Tough at 2700 HP it takes 42 damage to do 27 damage. At 1620 our resistance has climbed to 40% due to the scaling resistance IO, and it takes 45 damage to do 27 damage. Things start ramping up quickly at that point, until we finally hit 90% resistance at 378 HP, and it now takes 270 damage to do 27 damage. It stays flat from there until zero. With Tough has a different curve, but it's the same idea. Add it all up, and without Tough, it takes 9953 damage to kill me. With Tough, it takes 15,581 damage to kill me (57% more).

 

Tough is huge.

 

None of this happens in a vacuum, of course. Skip Tough, and you skip Weave, which maybe isn't that useful but at least makes it easier to incarnate soft cap if that's something you're into. I'm into it. But you do get three power picks and some slots back, and you can do a whole lot with three power picks and some slots. And as I said, "Alternatively, run a build that cycles resistance powers. Arguably tougher in the right hands..." So yeah, Tough is huge for SR, but with the right build and the right playstyle, you may be able to get something just as huge by skipping it. But it definitely wouldn't be my default recommendation, or the simplest way to play. Advanced builders only, shall we say. 😉

 

In terms of the one-shot, you're effectively making the argument that there exists a meaningful body of content which includes enemies that have unmitigated S/L damage above 4219 damage but below 6667 damage. It's more justifiable - and perhaps better to talk about - when you're saying 9450 vs. 3480 or considering the impact of a single Thermal Shield. But I don't see much content threading the needle on single large hits like this - especially when you consider that a comparable Invulnerability (or similar resist-based set) build would have 3400 health at 90% S/L for 34,000 effective health. Not every set can be good at everything and soaking massive hits isn't really in SR's wheelhouse.

 

In terms of the multiple hits, effective health isn't important. Rather the rate of incoming damage vs. regen/healing is. But this is the same for both Toughness and non-Toughness - the only difference is that the non-Toughness build is stable at a lower health total.

 

Ultimately, this is what it boils down to: in 99% of content, Toughness is useless. If you even have it, you should turn it off to save endurance. In the remaining 1% (against extremely hard-hitting AV), it might be useful due to the effective health issue. But you have to hit a very narrow band of usefulness.

 

I understand why people think it's weird to not take the Fighting pool - it's so ingrained in their heads that it's a 'must have'. However, it just doesn't help all that much with SR due to the way scaling resists work - and it might not even help at all. I can't recall any situation where it did.

Edited by Hjarki
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Posted (edited)

You're right. Once you're up in the thousands of hit points per hit, how big a smashing/lethal hit you can survive is mostly academic, something that will happen only very rarely in practice. And yes, other sets like Invulnerability will be significantly better at taking the biggest hits, though I'm personally just trying to explore the question of using Tough on an SR, not compare to other primaries.

 

The effective hit points you start with (9953 vs. 15,581) I think will make more of a difference more of the time, but in the face of the sort of massive DPS where any of this becomes relevant, it will only buy you a little time, like absorbing an alpha while wrecking the minions with AoE, until you hopefully reach a steady state with regen and heals at or before you hit 90% resistance. And yes, when measured as maximum steady-state incoming DPS at 90% resistance, the builds will handle the same maximum DPS, and the difference is just how many hit points they have left when they hit that point, 378 (3780 effective) or 945 (9450 effective).

 

But while I've not really talked about it, that's a number I've cared a lot about in my historical Super Reflexes builds. Those effective hit points are the very reason I'm chasing resistance even knowing that either way I'll hit 90% before I'm dead. I want lots of hit points left when I hit 90%. Steady state survivability is just a number like the rest of them. Useful, and in the past a number I chased almost exclusively, but it isn't the whole picture either. Having 9450 rather than 3780 effective hit points when you hit 90% resists gives a lot more wiggle room, leaves a lot less to random chance. Like I run in and don't get that first ATO. Without Tough I'm literally down to 54 hit points before I'm at 90% resistance, 540 effective. That's a hit or two from death. With Tough, I'd still have 621 hit points when I hit 90% resistance, 6210 effective. Or I randomly take a big burst of damage due to some lucky hits. Or my healing procs just randomly don't fire off for a while when I really need them. These things matter, even if they're more difficult to quantify. Just like how defense meaning fewer debuffs matters, or how directly improving debuff resistance matters. All of it is hard to quantity, but it all matters, and it's a just question of how much, and that question isn't easily answered, I guess, or at least depends a lot on the player and playstyle.

 

I tend to build for the worst that can happen, and I'm a lazy player, and I almost never use inspirations, so I want Tough. It suits the challenges I take on and my playstyle. So to me the answer is, "Tough matters a lot on SR Tankers, and I'm extremely unlikely to trade it for other benefits." 

 

You're perhaps being more practical focusing on the vast majority of cases where if you could survive with Tough, you'd have also survived without Tough. So to you it seems the answer is, "Tough is almost always useless on SR Tankers, and you're better off trading it for other benefits."

 

I think I now see and even half agree with your perspective. Not for my own builds, but maybe I really should downgrade my estimate of the usefulness of Tough for most people playing SR Tankers in most situations. I guess I can be the exception and not the rule. So I guess I'll call Tough a 5 now - nice to have, important for some builds and playstyles, but unimportant for others and tradable for other benefits.

 

Thank you for your perspective and this discussion. I feel like I've learned something. Not the numbers, but how to interpret them, how they apply to most people in most situations. An old dog can still learn new tricks, it seems. Thanks.

Edited by Werner
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Posted

Tough is your mule for the two 3% Def uniques, Plus getting your S/L resist up.  

 

Rune of Protection?  What?  You have to be joking.  

 

 

Posted
10 hours ago, Werner said:

Having 9450 rather than 3780 effective hit points when you hit 90% resists gives a lot more wiggle room, leaves a lot less to random chance.

Effectively, we're describing a probability distribution only by the mean and the extremes. So while we can guess that it's a normal distribution (sum of independent events), we don't know how tall/narrow that distribution is without going into a lot more details - details that would narrow the generality of what we're discussing.

 

I would argue that the "Defense for AE, Resist for AV" rule applies though. If you're fighting a large number of foes, they must necessarily have a lower damage per hit for that encounter to be survivable. Likewise, the more trials you have, the taller/narrower the probability distribution will be.

Posted

One stack of the ATO

 

image.png.828adabd9b90c6582aa39c647b67a028.png

 

Another near 14% from the other two stacks, another 5% if going Barrier for whatever reason. The heal from Radiation Siphon probably counts as 'resistance' if Bopper was reading this since it adds 'time until defeat' in the alphabet soup of a math that he uses.

 

Spoiler

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Natural Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Radiation Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Focused Fighting -- Rct-Def(A), Rct-Def/EndRdx(3)
Level 1: Contaminated Strike -- TchofDth-Dmg/EndRdx(A), TchofDth-Acc/Dmg(3)
Level 2: Radioactive Smash -- SprMghoft-Acc/Dmg(A), SprMghoft-Rchg/Res%(5), SprMghoft-Acc/Dmg/EndRdx/Rchg(5), SprMghoft-Dmg/EndRdx/Rchg(7), FrcFdb-Rechg%(7), TchofDth-Dam%(9)
Level 4: Focused Senses -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(15), Rct-Def(15)
Level 6: Hover -- LucoftheG-Def/Rchg+(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Evasion -- LucoftheG-Def/Rchg+(A), Rct-Def(17), Rct-Def/EndRdx(19)
Level 14: Dodge -- ShlWal-ResDam/Re TP(A), ShlWal-Def(19), ShlWal-Def/EndRdx(21), ShlWal-Def/EndRdx/Rchg(21)
Level 16: Radiation Siphon -- HO:Nucle(A), HO:Nucle(23), TchofLadG-%Dam(23), TchoftheN-%Dam(25), HO:Golgi(25), HO:Golgi(27)
Level 18: Lucky -- Rct-EndRdx/Rchg(A), Rct-Def(27), Rct-Def/EndRdx(29), Rct-Def/Rchg(29), Rct-Def/EndRdx/Rchg(31), Rct-ResDam%(31)
Level 20: Agile -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(33)
Level 22: Fly -- WntGif-ResSlow(A)
Level 24: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 26: Quickness -- Flight-I(A)
Level 28: Irradiated Ground -- Erd-%Dam(A), Arm-Dam%(33), FuroftheG-ResDeb%(33), AchHee-ResDeb%(34), TchofLadG-%Dam(34), Obl-%Dam(34)
Level 30: Fusion -- RechRdx-I(A), RechRdx-I(36), GssSynFr--Build%(36)
Level 32: Boxing -- Empty(A)
Level 35: Devastating Blow -- HO:Nucle(A), HO:Nucle(36), TchofLadG-%Dam(37), TchofDth-Dam%(37), GldStr-%Dam(37), Hct-Dam%(39)
Level 38: Atom Smasher -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(39), SprGntFis-Acc/Dmg/Rchg(39), SprGntFis-Dmg/EndRdx/Rchg(40), SprGntFis-Acc/Dmg/EndRdx/Rchg(40), SprGntFis-Rchg/+Absorb(40)
Level 41: Focused Accuracy -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(42), AdjTrg-ToHit/EndRdx/Rchg(42), AdjTrg-EndRdx/Rchg(42), AdjTrg-ToHit/EndRdx(43), AdjTrg-Rchg(43)
Level 44: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(45), TtnCtn-ResDam/EndRdx(45), TtnCtn-ResDam/Rchg(45), TtnCtn-ResDam(46), TtnCtn-ResDam/EndRdx/Rchg(46)
Level 47: Physical Perfection -- SynSck-EndMod(A), SynSck-Dam/Rech(48), SynSck-EndMod/Rech(48), SynSck-Dam/Rech/Acc(48), SynSck-Dam/Acc/End(50), SynSck-EndMod/+RunSpeed(50)
Level 49: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(50), ShlWal-Def(51), ShlWal-Def/EndRdx/Rchg(51)
Level 1: Gauntlet
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(9), Mrc-Rcvry+(11), Prv-Absorb%(11)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13), PrfShf-EndMod/Acc(13)
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: Ageless Core Epiphany
Level 50: Musculature Core Paragon
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
Level 50: Freedom Phalanx Reserve
Level 22: Afterburner
------------

 

Posted
On 5/15/2022 at 7:52 AM, Hjarki said:

To get to Rune of Protection, you can easily take Mystic Flight - it's a perfectly serviceable travel power that can be used to slot Winter's Chill (amongst other things). Spirit Ward is essentially a dead power - none of the healing uniques function in powers you don't use and you're not going to be using Spirit Ward.

 

AFAIK, the Preventive Medicine +Absorb %proc has the same chance to trigger even if the power it is slotted in is never clicked (or toggled on).

 

I don't play SR tanks, so I can't say if there is a better place for that piece/set, and I don't know how +Absorb factors into this particular discussion for SR tanks.

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