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Posted (edited)

So, I've been testing the new content on the beta server. And my Tank, which has done quite well against everything else thrown at her so far, even Dr. Aeon's Hard Mode, is getting absolutely pasted in the new stuff (at 4 stars, but still)!

So, I'm starting from scratch. My old build was Jack-of-all trades with a bunch of Psi resist to fill the hole, and procs to leverage Rad's -def status. I've tossed that aside and focused on Survivability, Recharge (for Dull Pain), and actually being able to HIT Opponents that are +4 and have a ~+25% defense bonus. Psi res isn't needed in the new HM TF, and I feel like the -res procs probably weren't doing much after purple patch. I still added a couple for shits and giggles, though.

Now, I'm still not exactly defcapped (and would still be below of the Incarnate defcap), but I plan on cycling Barrier to help with that. Now granted, if I'm using Barrier and am counting on Teammates to also do so, why build for near-defcap? So that I'm not absolutely hosed when barrier is near the end of it's uptime when it's only giving a portion of it's buff.

Also, I don't have permahasten. Close, but getting there might require build sacrifices I'm not sure I want to make. MAYBE I could swap Physical Perfection for Maneuvers (for both +def AND an extra 7.5% recharge from a 5th LotG), but I have the feeling I'll need all the endurance help and healing I can get. I'll see how well this performs as-is when I copy to Brainstrorm.

So, my question to all of you is: Is there a better way to get closer to, or achieve, Permahasten and/or higher Def numbers than what's here? I could probably use some more Negative Energy def/res also, and/or more Ranged Defense...

 

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

Click this DataLink to open the build!

DX-HM: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Radiation Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage

  • (A) Unbreakable Guard - +Max HP: Level 50
  • (3) Unbreakable Guard - Resistance: Level 50
  • (3) Unbreakable Guard - Resistance/Endurance: Level 50
  • (5) Unbreakable Guard - RechargeTime/Resistance: Level 50

Level 1: Contaminated Strike

  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (5) Kinetic Combat - Damage/Endurance: Level 35
  • (7) Kinetic Combat - Damage/Recharge: Level 35
  • (7) Kinetic Combat - Damage/Endurance/Recharge: Level 35
  • (9) Achilles' Heel - Chance for Res Debuff: Level 20

Level 2: Temp Invulnerability

  • (A) Unbreakable Guard - Resistance: Level 50
  • (13) Unbreakable Guard - Resistance/Endurance: Level 50
  • (13) Unbreakable Guard - RechargeTime/Resistance: Level 50
  • (15) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50

Level 4: Dull Pain

  • (A) Panacea - Heal/Endurance: Level 50
  • (15) Panacea - Endurance/Recharge: Level 50
  • (17) Panacea - Heal/Recharge: Level 50
  • (17) Panacea - Heal/Endurance/Recharge: Level 50
  • (19) Panacea - Heal: Level 50
  • (34) Recharge Reduction IO: Level 50

Level 6: Radioactive Smash

  • (A) Superior Blistering Cold - Accuracy/Damage: Level 50
  • (21) Superior Blistering Cold - Damage/Endurance: Level 50
  • (21) Superior Blistering Cold - Accuracy/Damage/Endurance: Level 50
  • (23) Superior Blistering Cold - Accuracy/Damage/Recharge: Level 50
  • (23) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime: Level 50

Level 8: Resist Elements

  • (A) Unbreakable Guard - Resistance: Level 50
  • (9) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50
  • (25) Unbreakable Guard - Resistance/Endurance: Level 50
  • (27) Unbreakable Guard - RechargeTime/Resistance: Level 50

Level 10: Unyielding

  • (A) Gladiator's Armor - TP Protection +3% Def (All): Level 50
  • (29) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (29) Aegis - Psionic/Status Resistance: Level 50
  • (31) Impervium Armor - Psionic Resistance: Level 40

Level 12: Resist Energies

  • (A) Unbreakable Guard - Resistance: Level 50
  • (31) Unbreakable Guard - Resistance/Endurance: Level 50
  • (31) Unbreakable Guard - RechargeTime/Resistance: Level 50
  • (33) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50

Level 14: Hasten

  • (A) Recharge Reduction IO: Level 50
  • (42) Recharge Reduction IO: Level 50

Level 16: Boxing

  • (A) Empty

Level 18: Invincibility

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
  • (33) Shield Wall - +Res (Teleportation), +5% Res (All): Level 30
  • (33) Reactive Defenses - Scaling Resist Damage: Level 30
  • (34) Luck of the Gambler - Defense/Endurance: Level 50
  • (34) Kismet - Accuracy +6%: Level 30

Level 20: Tough

  • (A) Unbreakable Guard - Resistance: Level 50
  • (36) Unbreakable Guard - Resistance/Endurance: Level 50
  • (36) Unbreakable Guard - RechargeTime/Resistance: Level 50
  • (36) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50

Level 22: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
  • (37) Luck of the Gambler - Defense/Endurance: Level 50
  • (37) Luck of the Gambler - Defense/Endurance/Recharge: Level 50

Level 24: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
  • (25) Luck of the Gambler - Defense/Endurance: Level 50

Level 26: Tough Hide

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
  • (27) Luck of the Gambler - Defense/Endurance: Level 50

Level 28: Super Jump

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
  • (39) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50

Level 30: Taunt

  • (A) Mocking Beratement - Threat/Placate/Range: Level 50

Level 32: Radiation Siphon

  • (A) Hecatomb - Damage: Level 50
  • (39) Hecatomb - Damage/Recharge: Level 50
  • (39) Hecatomb - Accuracy/Damage/Recharge: Level 50
  • (40) Hecatomb - Accuracy/Recharge: Level 50
  • (46) Hecatomb - Damage/Endurance: Level 50
  • (50) Healing IO: Level 50

Level 35: Irradiated Ground

  • (A) Armageddon - Chance for Fire Damage: Level 50
  • (40) Armageddon - Damage/Endurance: Level 50
  • (40) Fury of the Gladiator - Chance for Res Debuff: Level 50
  • (42) Obliteration - Chance for Smashing Damage: Level 50
  • (42) Touch of Lady Grey - Chance for Negative Damage: Level 50

Level 38: Devastating Blow

  • (A) Superior Might of the Tanker - Recharge/Chance for +Res(All): Level 50
  • (43) Superior Might of the Tanker - Accuracy/Damage: Level 50
  • (43) Superior Might of the Tanker - Accuracy/Damage/Recharge: Level 50
  • (43) Superior Might of the Tanker - Damage/Endurance/Recharge: Level 50

Level 41: Atom Smasher

  • (A) Superior Gauntleted Fist - Accuracy/Damage: Level 50
  • (45) Superior Gauntleted Fist - Damage/RechargeTime: Level 50
  • (45) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime: Level 50
  • (45) Superior Gauntleted Fist - Damage/Endurance/RechargeTime: Level 50
  • (46) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime: Level 50
  • (46) Superior Gauntleted Fist - RechargeTime/+Absorb: Level 50

Level 44: Focused Accuracy

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50

Level 47: Laser Beam Eyes

  • (A) Apocalypse - Damage: Level 50
  • (48) Apocalypse - Damage/Recharge: Level 50
  • (48) Apocalypse - Accuracy/Damage/Recharge: Level 50
  • (48) Apocalypse - Accuracy/Recharge: Level 50
  • (50) Apocalypse - Damage/Endurance: Level 50

Level 49: Physical Perfection

  • (A) Performance Shifter - Chance for +End: Level 50
  • (50) Power Transfer - Chance to Heal Self: Level 50

Level 1: Gauntlet


Level 1: Brawl

 

 

Edited by EmperorSteele
Posted

Oh FFS i don't have the bonuses/stats listed; UGH. I'll just do it myself:

 

S/L def: 51.36% with 1 foe in range

F/C/E/N def: 32.92

Psi: 17.15

Melee: 42.15

Range: 18.4

AoE: 17.15

 

S/L Res: 90+

F/C: 54.88

E/N: 52.63

Tox: 35.38

Psi: 19

 

Regen: 275

MaxHP: 2579

End Rec: 3.13

End use: 2.09

Max End: 113.6

 

Haste: 167.5%

ToHit: +13%

Acc: +35%

Dam: +108%

EndRdx: +12.5%

Threat: 400

 

Note: these numbers do not take into account Hasten, Dull Pain, or any procs being active.

 

Posted

So I took her out for a test run: build is a MAJOR end hog. Gonna try +5ing any Endredux enhancers and seeing if that makes any difference. Might also swap one of the +Heal enhancers in either Stamina or Physical Perfection and seeing if that helps more than the +~50HP I get back every 10 seconds...

Posted

NO TANK is going to be able to solo a 4-Star ITF without at least very minimal support.  

 

I have an alpha build Stone/Dark that comes close, but needs a tiny bit of healing, vengeance, or some other buffs.   Lots of various small buffs could do it, just not 100% solo.  A Stone/SS might also be a good option, but the loss of healing probably offsets the gain of +to-hit.   The SD/Radm comes the closest, but lacks to-hit so she eventually 5 or 15 minutes later gets whittled down and can't hit the targets consistently enough to vampire back all the health loss.  SD/DM could probably pull it off, right up till an EB with Tactics comes along.  That tactics turning a 10% chance to be hit into a 60% chance to be hit.  Ouch.

  • Look at the 801 Tank builds for defense and durability ideas. One of them is Inv/Radm.
  • 4-Star everything has a minimum of 25 defense, and many have 50+ defense to at least one type of damage.
  • You will need tactics, kismet, and/or (Vigor or Nerve); or similar buffs,  team buffs, Rage, other powers,  builds bonuses, or etc.
  • 4-Star to-hit calculations all have a 2x accuracy multiplier. 
  • If you have a 25 defense gap in your armor, you'll be hit 50% of the time.
  • If you have a 10 to-hit gap in your accuracy/tohit then you'll miss 20% of the time.
  • if you ignore the 25 defense they all gain, then you'll miss 50% of the time.
  • 4-Star everything has a minimum to-hit (defense soft cap) of 75.
    • *IF* there is even one EB with tactics, that defense softcap is now 100 defense!!!  A considerable number of spawns have an EB anchoring them.
    • 4-Star tactics can stack up to 4x.  The defense softcap for pulling a whole room is now 175 defense!!!
  • 4-Star Avs have a base to-hit (defense soft cap) of 95!
    • Most of those AVs also have tactics for a to-hit (defense soft cap) of 120!
    • If you go and pull a whole room, with a 4x stack of tactics, that AV will end up with a to-hit (defense soft cap) 195!!!  (Don't forget to wave to the tank defense hard-cap across the street)
  • Barrier's max defense is very short lived, you'll need 2 to 4 of them cycling.
  • DDR is a massive issue in the ITF, you'll need 2x Ageless Radial cycling to prevent cascade failure.
  • Make friends with a Defender.  Offer them all you can eat free: Fresh from the vein Blood, Dixie Cincinnati Style Chilli, Imported Mexican Coca-Cola, Virgil's Rootbeer, Graeter's Ice Cream, and Krispy Kreme Donuts.

 

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AE 801 (link) is a variety of missions for fun and challenge, and is designed for a team of 5+ Incarnates.  Just search '801' in AE.

     801 Difficulty Varies: 801.0 Easy, ..., 801.2 Standard*, ..., 801.5 Moderate**, ..., 801.6 Hard***, ..., 801.7 Four Star****, ... 801.F Death.

I may be AFK IRL, But CoH is my Forever Home.

Posted (edited)

@Linea Oh, no, I don't plan to solo! I just want to stay on my feet long enough to do my job! I died more times in one 4 star run than the rest of my playtime combined!

 

However, if everything has like a 75%+ chance to hit regardless, hrrmm.

 

I'll look into those 801 builds 😃

 

Edit: I've been searching for an hour and can't find anything. Little help? =(

Edited by EmperorSteele
Posted
On 7/19/2022 at 6:30 PM, EmperorSteele said:

So, I've been testing the new content on the beta server. And my Tank, which has done quite well against everything else thrown at her so far, even Dr. Aeon's Hard Mode, is getting absolutely pasted in the new stuff (at 4 stars, but still)!

So, I'm starting from scratch. My old build was Jack-of-all trades with a bunch of Psi resist to fill the hole, and procs to leverage Rad's -def status. I've tossed that aside and focused on Survivability, Recharge (for Dull Pain), and actually being able to HIT Opponents that are +4 and have a ~+25% defense bonus. Psi res isn't needed in the new HM TF, and I feel like the -res procs probably weren't doing much after purple patch. I still added a couple for shits and giggles, though.

Now, I'm still not exactly defcapped (and would still be below of the Incarnate defcap), but I plan on cycling Barrier to help with that. Now granted, if I'm using Barrier and am counting on Teammates to also do so, why build for near-defcap? So that I'm not absolutely hosed when barrier is near the end of it's uptime when it's only giving a portion of it's buff.

Also, I don't have permahasten. Close, but getting there might require build sacrifices I'm not sure I want to make. MAYBE I could swap Physical Perfection for Maneuvers (for both +def AND an extra 7.5% recharge from a 5th LotG), but I have the feeling I'll need all the endurance help and healing I can get. I'll see how well this performs as-is when I copy to Brainstrorm.

So, my question to all of you is: Is there a better way to get closer to, or achieve, Permahasten and/or higher Def numbers than what's here? I could probably use some more Negative Energy def/res also, and/or more Ranged Defense...

 

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

Click this DataLink to open the build!

DX-HM: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Radiation Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage

  • (A) Unbreakable Guard - +Max HP: Level 50
  • (3) Unbreakable Guard - Resistance: Level 50
  • (3) Unbreakable Guard - Resistance/Endurance: Level 50
  • (5) Unbreakable Guard - RechargeTime/Resistance: Level 50

Level 1: Contaminated Strike

  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (5) Kinetic Combat - Damage/Endurance: Level 35
  • (7) Kinetic Combat - Damage/Recharge: Level 35
  • (7) Kinetic Combat - Damage/Endurance/Recharge: Level 35
  • (9) Achilles' Heel - Chance for Res Debuff: Level 20

Level 2: Temp Invulnerability

  • (A) Unbreakable Guard - Resistance: Level 50
  • (13) Unbreakable Guard - Resistance/Endurance: Level 50
  • (13) Unbreakable Guard - RechargeTime/Resistance: Level 50
  • (15) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50

Level 4: Dull Pain

  • (A) Panacea - Heal/Endurance: Level 50
  • (15) Panacea - Endurance/Recharge: Level 50
  • (17) Panacea - Heal/Recharge: Level 50
  • (17) Panacea - Heal/Endurance/Recharge: Level 50
  • (19) Panacea - Heal: Level 50
  • (34) Recharge Reduction IO: Level 50

Level 6: Radioactive Smash

  • (A) Superior Blistering Cold - Accuracy/Damage: Level 50
  • (21) Superior Blistering Cold - Damage/Endurance: Level 50
  • (21) Superior Blistering Cold - Accuracy/Damage/Endurance: Level 50
  • (23) Superior Blistering Cold - Accuracy/Damage/Recharge: Level 50
  • (23) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime: Level 50

Level 8: Resist Elements

  • (A) Unbreakable Guard - Resistance: Level 50
  • (9) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50
  • (25) Unbreakable Guard - Resistance/Endurance: Level 50
  • (27) Unbreakable Guard - RechargeTime/Resistance: Level 50

Level 10: Unyielding

  • (A) Gladiator's Armor - TP Protection +3% Def (All): Level 50
  • (29) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (29) Aegis - Psionic/Status Resistance: Level 50
  • (31) Impervium Armor - Psionic Resistance: Level 40

Level 12: Resist Energies

  • (A) Unbreakable Guard - Resistance: Level 50
  • (31) Unbreakable Guard - Resistance/Endurance: Level 50
  • (31) Unbreakable Guard - RechargeTime/Resistance: Level 50
  • (33) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50

Level 14: Hasten

  • (A) Recharge Reduction IO: Level 50
  • (42) Recharge Reduction IO: Level 50

Level 16: Boxing

  • (A) Empty

Level 18: Invincibility

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
  • (33) Shield Wall - +Res (Teleportation), +5% Res (All): Level 30
  • (33) Reactive Defenses - Scaling Resist Damage: Level 30
  • (34) Luck of the Gambler - Defense/Endurance: Level 50
  • (34) Kismet - Accuracy +6%: Level 30

Level 20: Tough

  • (A) Unbreakable Guard - Resistance: Level 50
  • (36) Unbreakable Guard - Resistance/Endurance: Level 50
  • (36) Unbreakable Guard - RechargeTime/Resistance: Level 50
  • (36) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50

Level 22: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
  • (37) Luck of the Gambler - Defense/Endurance: Level 50
  • (37) Luck of the Gambler - Defense/Endurance/Recharge: Level 50

Level 24: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
  • (25) Luck of the Gambler - Defense/Endurance: Level 50

Level 26: Tough Hide

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
  • (27) Luck of the Gambler - Defense/Endurance: Level 50

Level 28: Super Jump

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
  • (39) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50

Level 30: Taunt

  • (A) Mocking Beratement - Threat/Placate/Range: Level 50

Level 32: Radiation Siphon

  • (A) Hecatomb - Damage: Level 50
  • (39) Hecatomb - Damage/Recharge: Level 50
  • (39) Hecatomb - Accuracy/Damage/Recharge: Level 50
  • (40) Hecatomb - Accuracy/Recharge: Level 50
  • (46) Hecatomb - Damage/Endurance: Level 50
  • (50) Healing IO: Level 50

Level 35: Irradiated Ground

  • (A) Armageddon - Chance for Fire Damage: Level 50
  • (40) Armageddon - Damage/Endurance: Level 50
  • (40) Fury of the Gladiator - Chance for Res Debuff: Level 50
  • (42) Obliteration - Chance for Smashing Damage: Level 50
  • (42) Touch of Lady Grey - Chance for Negative Damage: Level 50

Level 38: Devastating Blow

  • (A) Superior Might of the Tanker - Recharge/Chance for +Res(All): Level 50
  • (43) Superior Might of the Tanker - Accuracy/Damage: Level 50
  • (43) Superior Might of the Tanker - Accuracy/Damage/Recharge: Level 50
  • (43) Superior Might of the Tanker - Damage/Endurance/Recharge: Level 50

Level 41: Atom Smasher

  • (A) Superior Gauntleted Fist - Accuracy/Damage: Level 50
  • (45) Superior Gauntleted Fist - Damage/RechargeTime: Level 50
  • (45) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime: Level 50
  • (45) Superior Gauntleted Fist - Damage/Endurance/RechargeTime: Level 50
  • (46) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime: Level 50
  • (46) Superior Gauntleted Fist - RechargeTime/+Absorb: Level 50

Level 44: Focused Accuracy

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50

Level 47: Laser Beam Eyes

  • (A) Apocalypse - Damage: Level 50
  • (48) Apocalypse - Damage/Recharge: Level 50
  • (48) Apocalypse - Accuracy/Damage/Recharge: Level 50
  • (48) Apocalypse - Accuracy/Recharge: Level 50
  • (50) Apocalypse - Damage/Endurance: Level 50

Level 49: Physical Perfection

  • (A) Performance Shifter - Chance for +End: Level 50
  • (50) Power Transfer - Chance to Heal Self: Level 50

Level 1: Gauntlet


Level 1: Brawl

 

 



Basically your default Defense with Invincibility set to 1 enemy is WAY too low.
Sure, with full saturation you're okay.
But anything going for ENFC damage is going to PASTE you.

Again, if you're taking nothing in Boxing TAKE KICK AND PUT A FORCED FEEDBACK PROC IN IT!



Here's a rework of your build.

Starts out normal-soft-capped with one enemy in range.
Saturated, of your typed Defenses, only Psi is low.  Everything else is 60% Defense or better.
Also, using Diagmagnetic, you're applying a ToHit debuff with every hit.

 

Spoiler

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

Click this DataLink to open the build!

Beefy McRaddington: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Radiation Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(3), RctArm-ResDam/Rchg(3), RctArm-ResDam/EndRdx/Rchg(5), StdPrt-ResDam/Def+(5), GldArm-3defTpProc(7)
Level 1: Contaminated Strike -- Hct-Dmg(A), Hct-Dmg/Rchg(7), Hct-Acc/Dmg/Rchg(9), Hct-Acc/Rchg(9), Hct-Dmg/EndRdx(11), Hct-Dam%(11)
Level 2: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-Rchg/ResDam(17), UnbGrd-Max HP%(17), Ags-Psi/Status(19)
Level 4: Dull Pain -- RgnTss-Regen+(A)
Level 6: Radioactive Smash -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(19), Mk'Bit-Dmg/Rchg(21), Mk'Bit-Acc/EndRdx/Rchg(21), Mk'Bit-Acc/Dmg/EndRdx/Rchg(23), Mk'Bit-Dam%(23)
Level 8: Resist Elements -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(25), RctArm-ResDam/Rchg(25), RctArm-ResDam/EndRdx/Rchg(27)
Level 10: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx/Rchg(29)
Level 12: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(31), RctArm-ResDam/Rchg(31), RctArm-ResDam/EndRdx/Rchg(31)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 16: Kick -- FrcFdb-Rechg%(A)
Level 18: Invincibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33), ShlWal-ResDam/Re TP(33), Rct-ResDam%(34), GssSynFr--Build%(34)
Level 20: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(36), UnbGrd-ResDam/EndRdx/Rchg(36)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37)
Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37)
Level 28: Super Jump -- Lnch-+Special(A)
Level 30: Taunt -- PrfZng-Dam%(A)
Level 32: Radiation Siphon -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/Rchg(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39), SprBlsCol-Rchg/HoldProc(40)
Level 35: Irradiated Ground -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Acc/Dmg/EndRdx/Rchg(42), SprAvl-Rchg/KDProc(42)
Level 38: Devastating Blow -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(43), SprMghoft-Acc/Dmg/Rchg(43), SprMghoft-Dmg/EndRdx/Rchg(43), SprMghoft-Acc/Dmg/EndRdx/Rchg(45), SprMghoft-Rchg/Res%(45)
Level 41: Atom Smasher -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(45), SprGntFis-Acc/Dmg/Rchg(46), SprGntFis-Dmg/EndRdx/Rchg(46), SprGntFis-Acc/Dmg/EndRdx/Rchg(46), SprGntFis-Rchg/+Absorb(48)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Laser Beam Eyes -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(48), SprWntBit-Acc/Dmg/EndRdx(48), SprWntBit-Acc/Dmg/Rchg(50), SprWntBit-Dmg/EndRdx/Acc/Rchg(50), SprWntBit-Rchg/SlowProc(50)
Level 49: Physical Perfection -- Prv-Absorb%(A)
Level 1: Gauntlet
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(13)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)
Level 28: Double Jump
Level 50: Barrier Radial Epiphany
Level 50: Freedom Phalanx Reserve
Level 50: The Atlas Medallion
Level 50: Task Force Commander
Level 50: Portal Jockey
Level 50: Agility Core Paragon
Level 50: Diamagnetic Core Flawless Interface
------------

 

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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  • Thanks 1

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted

@Hyperstrike Thanks! I'll have to check that out in Mids when I get home.

 

At a glance, though, I'm a little concerned about the lack of slotting in Dull Pain. Though between the increased survival numbers and (hopefully) attentive teammates, I probably wouldn't need the power as much, is that correct?

Posted
46 minutes ago, EmperorSteele said:

@Hyperstrike Thanks! I'll have to check that out in Mids when I get home.

 

At a glance, though, I'm a little concerned about the lack of slotting in Dull Pain. Though between the increased survival numbers and (hopefully) attentive teammates, I probably wouldn't need the power as much, is that correct?


Bingo.  If you're barely getting hit, what do you need to heal?

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted
2 hours ago, EmperorSteele said:

@Hyperstrike Thanks! I'll have to check that out in Mids when I get home.

 

At a glance, though, I'm a little concerned about the lack of slotting in Dull Pain. Though between the increased survival numbers and (hopefully) attentive teammates, I probably wouldn't need the power as much, is that correct?

 

A little advice - try not to look at dull pain so much as a heal as active mitigation that is possible to make perma - i would lead with dull pain to cap or come close to capping your HP pool which in turn increases your healing factor.  This further adds to your layered mitigation with an additional layer of HP to burn through and increased healing factor to regain it per tic.

 

I six slot dull pain - it is much more than a heal.

  • Like 1
Posted (edited)
18 hours ago, Major_Decoy said:

4-Star mode is the answer to "with all these invention set defense bonuses, Force Field is useless"

They're more helpful sure, but I'd take this order of support:

 

EA>NA>Therm/Cold>Dark>Rad>TA>Poison>FF

 

FF still offers painfully little outside of more def, and maybe an intelligently used Force Bubble, but that's kind of hoping the player knows how to use it. The other sets in this list at least do more than one thing.

Edited by Seed22

Aspiring show writer through AE arcs and then eventually a script 😛

 

AE Arcs: Odd Stories-Arc ID: 57289| An anthology series focusing on some of your crazier stories that you'd save for either a drunken night at Pocket D or a mindwipe from your personal psychic.|The Pariahs: Magus Gray-Arc ID: 58682| Magus Gray enlists your help in getting to the bottom of who was behind the murder of the Winter Court.|

 

 

Posted (edited)
On 7/21/2022 at 10:01 PM, EmperorSteele said:

Little help?

AE 801 (link) - Most of the builds are linked in one way or another in the main 801 thread.   I would suggest updating them, as many are old by now.

 

Testing vs a 4-Star ITF Tower in mission 4.

  • The closest I got to immortal was the SD/Radm vs the 4-Star ITF Tower in mission 4.   But as soon as you add even 1 EB to that mix, chance to be hit sky-rockets from 8% ish to 50% ish, resulting in *splat* without vengeance or some other buff to cover.   4 stacks of tactics would pretty much equate an insta-splat.  /Dark would have been a better pick here and probably propelled this one from 15-20m to infinity, but the issue with EBs would persist.  This one went down the slowest without EBs, but the fastest with EBs.   It makes sense when you consider what tools you have available, what tools they are using against you, and how mitigation works.
  • Next best was Inv/Radm and Stone/Dark.  Again /Dark is the better pick overall.   The Stone/Dark lasted longer than the Inv/Radm, but that was likely a combination of slightly better resists on Stone/, but more so the additional +to-hit of the Stone/Dark build.  That to-hit meant I was 95% chance to heal.
  • Last, not surprisingly, was RadA/Kat.  Pretty much instant cascade failure, followed by health dropping slowly, but too fast to counter entirely on your own.  Buff or support.  This one can pull and control tons of aggro which is why I like it so much, but support is definitely required.  Of course, support is required for them all, so I don't really feel that bad about it, particularly not when I'm juggling double or triple aggro cap.

 

Most of these builds are old, some are unfinished, likely all need updating.  Use at your own risk.

801 Builds.zip

Edited by Linea
  • Thanks 1

AE 801 (link) is a variety of missions for fun and challenge, and is designed for a team of 5+ Incarnates.  Just search '801' in AE.

     801 Difficulty Varies: 801.0 Easy, ..., 801.2 Standard*, ..., 801.5 Moderate**, ..., 801.6 Hard***, ..., 801.7 Four Star****, ... 801.F Death.

I may be AFK IRL, But CoH is my Forever Home.

Posted

@Linea Oh, okay! I was looking for a dedicated build thread; I thought the 801 thread was just for results and updates to the arcs. Now i feel double-dumb =(

 

But I'll check the builds in mids when I get home! The build @Hyperstrike posted is pretty good, but I'm open to most options!

Posted

I haven't tested SR/ on this one.  But others have and said approximately 1 group 1 eb, any more and dead.  So very similar to the SD/,  but the SR likely have slightly higher defense numbers that make taking on that ONE, and only one, EB easier.  

 

Most of the EBs, AVs, and GMs have Tactics, if I didn't already mention it.  Charging into a group of EBs is hilarious.   And since they are randomly sprinkled about, I did it more than once.   That's how I eventually ended up testing on the towers.  As far as I can tell there are no normal EB spawns on the towers, just the random patrol that rarely stops by.

 

AE 801 (link) is a variety of missions for fun and challenge, and is designed for a team of 5+ Incarnates.  Just search '801' in AE.

     801 Difficulty Varies: 801.0 Easy, ..., 801.2 Standard*, ..., 801.5 Moderate**, ..., 801.6 Hard***, ..., 801.7 Four Star****, ... 801.F Death.

I may be AFK IRL, But CoH is my Forever Home.

Posted
On 7/22/2022 at 9:50 AM, Seed22 said:

They're more helpful sure, but I'd take this order of support:

 

EA>NA>Therm/Cold>Dark>Rad>TA>Poison>FF

 

FF still offers painfully little outside of more def, and maybe an intelligently used Force Bubble, but that's kind of hoping the player knows how to use it. The other sets in this list at least do more than one thing.

I'm not claiming it's a great answer.

Posted (edited)
3 hours ago, Major_Decoy said:

I'm not claiming it's a great answer.



They're the best they are at what they do.

Just, if you intention is "MORE DAKKA!", then what they do ain't very nice.

Though, if you look hard, FF can allow you to concentrate on your Damage Dealing secondary a LOT more.

Edited by Hyperstrike

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted

With these new challenge settings I decided it was high time to get serious with my tank.  I gave her a complete overhaul that worked out quite well.  Here's a few things I did.  

 

My Shield tank doesn't have a heal so I just got by using Rebirth but I needed a second heal and found since I'm already taking a taunt I could dip into the Presence Pool and chase after Unrelenting for that gem of a power.  I switched to Melee Core Hybrid which you would probably want Radial for your Invuln.  I went with the Force of Will pool so that I could amp up my defenses, regen and recovery in spurts when I needed it.  Then my big ST attack takes hold sets so I dropped in the Entomb +absorb proc which stacks very nicely with the tanker +absorb, I make sure these are slotted in very optimal powers so that if they get chewed off as long as I'm staying aggressive attacking I'll have a high chance to gain more shielding.  

  • Like 1
Posted (edited)
2 hours ago, Mezmera said:

With these new challenge settings I decided it was high time to get serious with my tank.  I gave her a complete overhaul that worked out quite well.  Here's a few things I did.  

 

My Shield tank doesn't have a heal so I just got by using Rebirth but I needed a second heal and found since I'm already taking a taunt I could dip into the Presence Pool and chase after Unrelenting for that gem of a power.  I switched to Melee Core Hybrid which you would probably want Radial for your Invuln.  I went with the Force of Will pool so that I could amp up my defenses, regen and recovery in spurts when I needed it.  Then my big ST attack takes hold sets so I dropped in the Entomb +absorb proc which stacks very nicely with the tanker +absorb, I make sure these are slotted in very optimal powers so that if they get chewed off as long as I'm staying aggressive attacking I'll have a high chance to gain more shielding.  

 

One thing to keep in mind about melee core Vs melee radial is that melee core grants a huge regen boost as well where radial does not - which adds a needed layer you otherwise would not have with shield for hard mode content.

 

Edit. I meant to say melee core even with invul instead of shield.  I just had shield on the brain

Edited by Infinitum
  • Like 1
Posted

I echo what others have said. Invulnerability, Shield defense and Super reflexes seem like really good primaries for this hard content. Dark Melee and Rad Melee seem like the best secondary because of the heal.

 

I tested 2 star ITF with SR/RadM and Inv/DarkM. Here's a subjective comparison based on that experience.

 

Builds:

Inv/DarkM

image.png.62a4b72cdb7e0d986f547586b68c7298.png

Spoiler

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

Click this DataLink to open the build!

Void1235: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dark Melee
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Sorcery
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Temp Invulnerability

  • (A) Unbreakable Guard - +Max HP
  • (3) Unbreakable Guard - Resistance
  • (3) Unbreakable Guard - Resistance/Endurance
  • (5) Gladiator's Armor - TP Protection +3% Def (All)
  • (50) Impervium Armor - Psionic Resistance

Level 1: Shadow Punch

  • (A) Superior Blistering Cold - Accuracy/Damage
  • (5) Superior Blistering Cold - Damage/Endurance
  • (7) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (7) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (9) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
  • (9) Superior Blistering Cold - Recharge/Chance for Hold

Level 2: Dull Pain

  • (A) DSync:D-Sync Reconstruction
  • (11) DSync:D-Sync Reconstruction
  • (11) DSync:D-Sync Reconstruction

Level 4: Maneuvers

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

Level 6: Resist Elements

  • (A) Unbreakable Guard - Resistance
  • (19) Unbreakable Guard - Resistance/Endurance
  • (19) Unbreakable Guard - RechargeTime/Resistance
  • (21) Unbreakable Guard - Endurance/RechargeTime

Level 8: Unyielding

  • (A) Unbreakable Guard - Resistance
  • (21) Unbreakable Guard - Resistance/Endurance
  • (23) Unbreakable Guard - RechargeTime/Resistance
  • (45) Unbreakable Guard - Endurance/RechargeTime
  • (46) Impervium Armor - Psionic Resistance

Level 10: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 12: Resist Energies

  • (A) Aegis - Psionic/Status Resistance
  • (23) Steadfast Protection - Resistance/+Def 3%
  • (25) Aegis - Resistance/Endurance
  • (25) Aegis - Resistance
  • (27) Impervium Armor - Psionic Resistance

Level 14: Spirit Ward

  • (A) Preventive Medicine - Chance for +Absorb

Level 16: Mystic Flight

  • (A) Freebird - +Stealth
  • (46) Winter's Gift - Slow Resistance (20%)

Level 18: Invincibility

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (27) Shield Wall - Defense
  • (29) Shield Wall - Defense/Endurance
  • (29) Shield Wall - Defense/Recharge
  • (31) Shield Wall - Defense/Endurance/Recharge

Level 20: Rune of Protection

  • (A) Unbreakable Guard - Resistance
  • (31) Unbreakable Guard - RechargeTime/Resistance
  • (31) Unbreakable Guard - Resistance/Endurance

Level 22: Boxing

  • (A) Empty

Level 24: Tough

  • (A) Unbreakable Guard - Resistance
  • (33) Unbreakable Guard - Resistance/Endurance
  • (33) Unbreakable Guard - RechargeTime/Resistance
  • (50) Impervium Armor - Psionic Resistance

Level 26: Tough Hide

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (33) Shield Wall - Defense/Endurance
  • (34) Shield Wall - Defense
  • (34) Shield Wall - Defense/Recharge
  • (34) Shield Wall - Defense/Endurance/Recharge

Level 28: Weave

  • (A) Shield Wall - Defense
  • (36) Shield Wall - Defense/Endurance
  • (36) Shield Wall - Defense/Recharge
  • (36) Shield Wall - Defense/Endurance/Recharge
  • (37) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 30: Tactics

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (47) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (47) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance

Level 32: Siphon Life

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

Level 35: Shadow Maul

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

Level 38: Soul Drain

  • (A) Armageddon - Damage/Recharge
  • (43) Armageddon - Damage/Endurance
  • (43) Armageddon - Chance for Fire Damage
  • (43) Armageddon - Accuracy/Damage/Recharge
  • (45) Armageddon - Accuracy/Recharge
  • (45) Armageddon - Damage

Level 41: Soul Tentacles

  • (A) Superior Frozen Blast - Recharge/Chance for Immobilize

Level 44: Darkest Night

  • (A) DSync:D-Sync Elusivity

Level 47: Dark Consumption

  • (A) Accuracy IO

Level 49: Resist Physical Damage

  • (A) Impervium Armor - Psionic Resistance

Level 1: Gauntlet 


Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Miracle - +Recovery
  • (13) Numina's Convalesence - +Regeneration/+Recovery
  • (37) Panacea - +Hit Points/Endurance
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (37) Power Transfer - Chance to Heal Self
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 4: Ninja Run 

Level 50: Degenerative Radial Flawless Interface 
Level 50: Assault Radial Embodiment 
Level 50: Robotic Drones Total Radial Improved Ally 
Level 50: Ion Total Core Judgement 
Level 50: Spiritual Core Paragon 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
------------

 

SR/RadM

image.png.a45afd996a42e34b1c44cf0ad88f0c24.png

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 Science Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Radiation Melee
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Sorcery
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Focused Fighting

  • (A) Shield Wall - Defense
  • (3) Shield Wall - Defense/Endurance
  • (3) Shield Wall - Defense/Recharge
  • (11) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Contaminated Strike

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

Level 2: Focused Senses

  • (A) Reactive Defenses - Defense
  • (7) Reactive Defenses - Defense/Endurance
  • (9) Reactive Defenses - Endurance/RechargeTime
  • (11) Reactive Defenses - Defense/RechargeTime
  • (13) Reactive Defenses - Defense/Endurance/RechargeTime
  • (15) Reactive Defenses - Scaling Resist Damage

Level 4: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 6: Practiced Brawler

  • (A) Recharge Reduction IO

Level 8: Dodge

  • (A) Shield Wall - Defense
  • (9) Shield Wall - Defense/Endurance/Recharge
  • (17) Shield Wall - Defense/Endurance
  • (19) Shield Wall - Defense/Recharge
  • (21) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 10: Boxing

  • (A) Empty

Level 12: Evasion

  • (A) Shield Wall - Defense/Endurance
  • (13) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (21) Shield Wall - Endurance/Recharge
  • (27) Shield Wall - Defense/Endurance/Recharge
  • (29) Shield Wall - Defense

Level 14: Tactics

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance

Level 16: Radiation Siphon

  • (A) Superior Blistering Cold - Damage/Endurance
  • (17) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (31) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (33) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
  • (33) Touch of the Nictus - Healing/Absorb
  • (33) Touch of the Nictus - Accuracy/Healing/Absorb

Level 18: Tough

  • (A) Unbreakable Guard - +Max HP
  • (46) Unbreakable Guard - Resistance
  • (46) Unbreakable Guard - Resistance/Endurance
  • (47) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (48) Steadfast Protection - Resistance/+Def 3%
  • (48) Impervium Armor - Psionic Resistance

Level 20: Agile

  • (A) Shield Wall - Defense/Endurance/Recharge
  • (34) Shield Wall - Defense/Endurance
  • (34) Shield Wall - Defense/Recharge
  • (36) Shield Wall - Defense

Level 22: Lucky

  • (A) Kismet - Accuracy +6%
  • (23) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (23) Shield Wall - Defense
  • (25) Shield Wall - Defense/Endurance
  • (48) Shield Wall - Defense/Recharge

Level 24: Fusion

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance

Level 26: Quickness

  • (A) Run Speed IO

Level 28: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (29) Luck of the Gambler - Defense/Endurance
  • (31) Luck of the Gambler - Defense
  • (34) Luck of the Gambler - Endurance/Recharge
  • (50) Luck of the Gambler - Defense/Endurance/Recharge

Level 30: Irradiated Ground

  • (A) Achilles' Heel - Chance for Res Debuff
  • (43) Fury of the Gladiator - Chance for Res Debuff
  • (45) Touch of Lady Grey - Chance for Negative Damage
  • (45) Eradication - Chance for Energy Damage
  • (46) Armageddon - Chance for Fire Damage
  • (47) Obliteration - Chance for Smashing Damage

Level 32: Spirit Ward

  • (A) Preventive Medicine - Chance for +Absorb

Level 35: Devastating Blow

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

Level 38: Atom Smasher

  • (A) Superior Avalanche - Accuracy/Damage
  • (40) Superior Avalanche - Damage/Endurance
  • (40) Superior Avalanche - Accuracy/Damage/Endurance
  • (42) Superior Avalanche - Accuracy/Damage/Recharge
  • (42) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (42) Superior Avalanche - Recharge/Chance for Knockdown

Level 41: Gloom

  • (A) Accuracy IO

Level 44: Darkest Night

  • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (50) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance

Level 47: Mystic Flight

  • (A) Freebird - +Stealth

Level 49: Rune of Protection

  • (A) Impervium Armor - Psionic Resistance
  • (49) Gladiator's Armor - TP Protection +3% Def (All)
  • (49) Gladiator's Armor - Resistance
  • (50) Impervium Armor - Resistance

Level 1: Gauntlet 


Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Swift
  • (A) Flight Speed IO
Level 1: Hurdle
  • (A) Empty
Level 1: Health
  • (A) Panacea - +Hit Points/Endurance
  • (31) Numina's Convalesence - +Regeneration/+Recovery
Level 1: Stamina
  • (A) Power Transfer - Chance to Heal Self
  • (15) Performance Shifter - Chance for +End
------------

 

I initially started with the SR tank because of the capped defense debuff resist, but I found it was a real struggle to actually hit the mobs. The +def bonuses from difficulty and the enemies with phalanx fighting meant that I needed considerable +tohit to actually hit anything. I thought the -def effect of rad would help but it wasn't enough. 

 

I switched over to the Inv tank which performed better. The goal was to make soul drain perma to ensure that I consistently had good +tohit. I didn't quite get it to perma but spiritual alpha helped a lot on getting the recharge down. I found ageless was really important here for +debuff resist. Pulling more than one group without capped defense debuff resist was a death sentence unless I had Melee hybrid up.

 

Other random thoughts

  • RadM has a stronger heal than DarkM but it's a bit gimmicky. Its difficult to pinpoint which enemy has the contaminated effect to get the heal from when there's a whole swarm of them. DarkM is a more reliable, although smaller heal overall.
  • Irradiated Ground is really really good. It's an efficient way to leverage -res procs and the damage finishes off low health minions while I can focus on lieutenants and above.
  • RadM deals more damage overall but, as mentioned above, DarkM gives a more reliable +tohit buff.

Any build critique or suggestions would be welcome

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