EmperorSteele Posted July 19, 2022 Posted July 19, 2022 (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 3.2.17https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! DX-HM: Level 50 Science TankerPrimary Power Set: InvulnerabilitySecondary Power Set: Radiation MeleePower Pool: SpeedPower Pool: FightingPower Pool: LeapingAncillary 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 July 19, 2022 by EmperorSteele
EmperorSteele Posted July 20, 2022 Author Posted July 20, 2022 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.
EmperorSteele Posted July 20, 2022 Author Posted July 20, 2022 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...
Linea Posted July 21, 2022 Posted July 21, 2022 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. 1 1 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.
Major_Decoy Posted July 21, 2022 Posted July 21, 2022 4-Star mode is the answer to "with all these invention set defense bonuses, Force Field is useless"
EmperorSteele Posted July 22, 2022 Author Posted July 22, 2022 (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 July 22, 2022 by EmperorSteele
Hyperstrike Posted July 22, 2022 Posted July 22, 2022 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 3.2.17https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! DX-HM: Level 50 Science TankerPrimary Power Set: InvulnerabilitySecondary Power Set: Radiation MeleePower Pool: SpeedPower Pool: FightingPower Pool: LeapingAncillary 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 3.2.17https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Beefy McRaddington: Level 50 Science TankerPrimary Power Set: InvulnerabilitySecondary Power Set: Radiation MeleePower Pool: SpeedPower Pool: FightingPower Pool: LeapingAncillary 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: GauntletLevel 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 JumpLevel 50: Barrier Radial EpiphanyLevel 50: Freedom Phalanx ReserveLevel 50: The Atlas MedallionLevel 50: Task Force CommanderLevel 50: Portal JockeyLevel 50: Agility Core ParagonLevel 50: Diamagnetic Core Flawless Interface------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1502;710;1420;HEX;| |78DA65944B4F535110C7CFA5B7604B11A1D0F2288516A12DC54A4DDC1AA340A2D28| |4887167C8A59C962BCD6D438BB17BF1B153D4B851919DE02B3E76BAF413F802F433| |A0C6477C6CEA70E77F422337815F67E6FCE7CCCC9D36757ED893C98C1E169AE768C| |E2816274F19D6AC9CAB9B489BD24A4B414FF3112933E59E54FAA4313D6D5AD952DE| |AA2377904F4E0ECB8CB48A3271CC3A379FB3E49C3165E6CC523980704AE6A44C90D| 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If you want to be GOD, pick a TANK!
EmperorSteele Posted July 22, 2022 Author Posted July 22, 2022 @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?
Hyperstrike Posted July 22, 2022 Posted July 22, 2022 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!
Infinitum Posted July 22, 2022 Posted July 22, 2022 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. 1
Infinitum Posted July 22, 2022 Posted July 22, 2022 On 7/21/2022 at 12:40 PM, Linea said: Krispy Kreme Donuts You won me over with that comment. Haha
Seed22 Posted July 22, 2022 Posted July 22, 2022 (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 July 22, 2022 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.|
Linea Posted July 25, 2022 Posted July 25, 2022 (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 July 25, 2022 by Linea 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.
EmperorSteele Posted July 25, 2022 Author Posted July 25, 2022 @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!
Linea Posted July 25, 2022 Posted July 25, 2022 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.
Major_Decoy Posted July 28, 2022 Posted July 28, 2022 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.
Hyperstrike Posted July 28, 2022 Posted July 28, 2022 (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 July 28, 2022 by Hyperstrike If you want to be godlike, pick anything. If you want to be GOD, pick a TANK!
Mezmera Posted July 29, 2022 Posted July 29, 2022 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. 1
Infinitum Posted July 29, 2022 Posted July 29, 2022 (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 July 29, 2022 by Infinitum 1
Unclemarty Posted July 31, 2022 Posted July 31, 2022 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 Spoiler This Hero build was built using Mids Reborn 3.2.17https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Void1235: Level 50 Magic TankerPrimary Power Set: InvulnerabilitySecondary Power Set: Dark MeleePower Pool: LeadershipPower Pool: LeapingPower Pool: SorceryPower Pool: FightingAncillary 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 SpeedLevel 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 +AbsorbLevel 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) EmptyLevel 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 ImmobilizeLevel 44: Darkest Night (A) DSync:D-Sync ElusivityLevel 47: Dark Consumption (A) Accuracy IOLevel 49: Resist Physical Damage (A) Impervium Armor - Psionic ResistanceLevel 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 Spoiler This Hero build was built using Mids Reborn 3.2.17https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Science TankerPrimary Power Set: Super ReflexesSecondary Power Set: Radiation MeleePower Pool: LeadershipPower Pool: FightingPower Pool: SorceryAncillary 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 SpeedLevel 6: Practiced Brawler (A) Recharge Reduction IOLevel 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) EmptyLevel 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 IOLevel 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 +AbsorbLevel 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 IOLevel 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 - +StealthLevel 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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