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ITF Hard Mode recommendations


meyerwolf406

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Anyone have any good recommendations for solid tank sets for ITF Hard Mode.  Currently been running Inv/ss the past year and its a cake walk but I'm not sure if it will be able to handle Hard Mode... I don't not ever plan on soloing Hard Mode at any star lvl.  I want to be the strongest team tank.  This Char like Mr. ITF will be for no other purpose then to run teams through ITF Hard Mode. seen some ppl talk about SR/DM but dont want to waste the days if not weeks or so it would take to build to find out that its not going to work. 

 

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3 hours ago, meyerwolf406 said:

Anyone have any good recommendations for solid tank sets for ITF Hard Mode.  Currently been running Inv/ss the past year and its a cake walk but I'm not sure if it will be able to handle Hard Mode... I don't not ever plan on soloing Hard Mode at any star lvl.  I want to be the strongest team tank.  This Char like Mr. ITF will be for no other purpose then to run teams through ITF Hard Mode. seen some ppl talk about SR/DM but dont want to waste the days if not weeks or so it would take to build to find out that its not going to work. 

 


Have you tried running without inspirations and no temps?   Also, a usual good test is not to solo the ITF, but start the ITF, and do missions 1 and 2 alone (should be fast for a tank), or just try mission one , +4x8 difficulty settings. 

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  • Lead Game Master

1 and 2 star shouldn't be too tough on a well-built tank with IOs, incarnate powers, and a level shift. But 3 and 4 star is when you're going to need team buffs to counteract all the incoming damage and debuffs, as well as defeat the enemy before they can defeat you. And like with the ASF hard modes, there are some things where having the best built tank in the world isn't going to save you if you're not proactively being careful and avoiding danger.

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2 hours ago, Hyperstrike said:

Hit the beta server and try one of my "Mo Durable" builds.

Been on Beta with a few of my toughest (Inv/SS and SR/MA) Builds only messed around with 1 and 2 star so far.  Haven't been able to get past the twins in third mission though.  I  haven't be able to get a beta team yet to see how they do in that scenario. all my tanks are built for teaming not so much soloing.  Mr. ITF  Had some help from @Nemu a while back (I think you even help with it to @Hyperstrike) and really got him dialed in with my playstyle.  He took a good build and made it great.  I guess we will see if its Hard Mode great lol.  Mr. ITF build matches (on paper at least) to "Mo Durable" build as far as numbers go and passes some based on my playstyle and the fact that Mr. is a TF specific build.  

I just don't want to miss something that could be better for Hard Mode teaming by not asking about what other options others have tried and ether have had good or bad experiences with.

Edited by meyerwolf406
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1 hour ago, meyerwolf406 said:

Been on Beta with a few of my toughest (Inv/SS and SR/MA) Builds only messed around with 1 and 2 star so far.  Haven't been able to get past the twins in third mission though.  I  haven't be able to get a beta team yet to see how they do in that scenario. all my tanks are built for teaming not so much soloing.  Mr. ITF  Had some help from @Nemu a while back (I think you even help with it to @Hyperstrike) and really got him dialed in with my playstyle.  He took a good build and made it great.  I guess we will see if its Hard Mode great lol.  Mr. ITF build matches (on paper at least) to "Mo Durable" build as far as numbers go and passes some based on my playstyle and the fact that Mr. is a TF specific build.  

I just don't want to miss something that could be better for Hard Mode teaming by not asking about what other options others have tried and ether have had good or bad experiences with.

 

Mo-Minimum.


MoDurable-MINIMUM.thumb.jpg.4a404cb9ba3d82ab7194d2a9d0131ec0.jpg

 

 

Mo-JACKED
MoDurable-JACKED.thumb.jpg.15aa42dfe38c9d4e66927bea3c6a5ebe.jpg

 

Psi hole?  WHAT Psi hole?

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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Oh yes, and the build.

 

Spoiler

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

Click this DataLink to open the build!

Much Mo'Durable: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Sorcery
Power Pool: Leadership
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Resist Physical Damage -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(3), RctArm-ResDam/Rchg(3), RctArm-ResDam/EndRdx/Rchg(5), Ags-Psi/Status(5)
Level 1: Jab -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(7), SprMghoft-Acc/Dmg/Rchg(7), SprMghoft-Dmg/EndRdx/Rchg(9), SprMghoft-Acc/Dmg/EndRdx/Rchg(9), SprMghoft-Rchg/Res%(11)
Level 2: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-Rchg/ResDam(15), UnbGrd-ResDam/EndRdx/Rchg(17), ImpArm-ResPsi(17)
Level 4: Haymaker -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(19), SprGntFis-Acc/Dmg/Rchg(19), SprGntFis-Dmg/EndRdx/Rchg(21), SprGntFis-Acc/Dmg/EndRdx/Rchg(21), SprGntFis-Rchg/+Absorb(23)
Level 6: Dull Pain -- Prv-Absorb%(A)
Level 8: Resist Elements -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(23), RctArm-ResDam/Rchg(25), RctArm-ResDam/EndRdx/Rchg(25), ImpArm-ResPsi(27)
Level 10: Taunt -- PrfZng-Dam%(A)
Level 12: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx/Rchg(29), ImpArm-ResPsi(31)
Level 14: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(31), RctArm-ResDam/Rchg(31), RctArm-ResDam/EndRdx/Rchg(33)
Level 16: Kick -- FrcFdb-Rechg%(A)
Level 18: Invincibility -- ShlWal-Def(A), ShlWal-Def/EndRdx(33), ShlWal-Def/Rchg(33), ShlWal-ResDam/Re TP(34), Rct-ResDam%(34), GssSynFr--Build%(34)
Level 20: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/Rchg(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37), SprBlsCol-Rchg/HoldProc(37)
Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(37)
Level 24: Weave -- ShlWal-Def(A), ShlWal-Def/EndRdx(39), ShlWal-Def/Rchg(39), ShlWal-Def/EndRdx/Rchg(39)
Level 26: Tough Hide -- ShlWal-Def(A), ShlWal-Def/EndRdx(40), ShlWal-Def/Rchg(40), ShlWal-Def/EndRdx/Rchg(40)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(42)
Level 30: Combat Jumping -- ShlWal-Def(A), ShlWal-Def/EndRdx(42), ShlWal-Def/Rchg(42), ShlWal-Def/EndRdx/Rchg(43)
Level 32: Arcane Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(43), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(45)
Level 35: Mystic Flight -- WntGif-ResSlow(A)
Level 38: Foot Stomp -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(46), SprAvl-Acc/Dmg/Rchg(46), SprAvl-Acc/Dmg/EndRdx/Rchg(46), SprAvl-Rchg/KDProc(48)
Level 41: Char -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(48), SprEnt-End/Rchg(48), SprEnt-Acc/Hold/End(50), SprEnt-Acc/Hold/End/Rchg(50)
Level 44: Rune of Protection -- UnbGrd-ResDam/EndRdx(A), GldArm-End/Res(50)
Level 47: Maneuvers -- EndRdx-I(A)
Level 49: Assault -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(13)
Level 1: Hurdle -- Empty(A)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
Level 32: Arcane Power
Level 50: Freedom Phalanx Reserve
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
Level 50: Resilient Core Paragon
Level 50: Ion Core Final Judgement
Level 50: Diamagnetic Core Flawless Interface
Level 50: Longbow Core Superior Ally
Level 50: Ageless Core Epiphany
Level 50: Melee Core Embodiment
------------

 

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
		|-------------------------------------------------------------------|
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		|78DA65944B4F135114C7EFB4532B50ACE555A0D0D20A94020E94E8DE44C48034698|
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		|DB59F24CCB3ECFBA05DD2D2CB88540D82574B5B98417AD2EA1A5DD25ACB92DCF128|
		|EE09C36FB1FF934EEF1|
		|-------------------------------------------------------------------|


Might have some tiny differences, as I screenshot the stats, then closed Mids and had to rebuild it.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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15 minutes ago, Hyperstrike said:

 

Mo-Minimum.


MoDurable-MINIMUM.thumb.jpg.4a404cb9ba3d82ab7194d2a9d0131ec0.jpg

 

 

Mo-JACKED
MoDurable-JACKED.thumb.jpg.15aa42dfe38c9d4e66927bea3c6a5ebe.jpg

 

Psi hole?  WHAT Psi hole?

LOL I stand corrected... this is on a whole different  lvl .   WoW yeah i would have to have +6 on INV to match those numbers just on Mo-minimum.  Mo-JACKED just makes my beard hurt.   You Da Man well done Sir. Well done.

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37 minutes ago, meyerwolf406 said:

LOL I stand corrected... this is on a whole different  lvl .   WoW yeah i would have to have +6 on INV to match those numbers just on Mo-minimum.  Mo-JACKED just makes my beard hurt.   You Da Man well done Sir. Well done.

 

 

1162396346_giphy1.gif.4d633a7fb9566c6f8ed6816e109be73d.gif

 

I STILL GOT IT!!!

 

  

37 minutes ago, meyerwolf406 said:

LOL I stand corrected... this is on a whole different  lvl .   WoW yeah i would have to have +6 on INV to match those numbers just on Mo-minimum.  Mo-JACKED just makes my beard hurt.   You Da Man well done Sir. Well done.


The fact that they're just 2 ends of the same build?

GRAVY!


So, 99% of the time, you're simply a world-beating badass.

And, for that 1% of the time they toss two-or-more worlds at you?  You press a couple buttons and BOOM!  Your badassery knows no bounds!

It should make you tough enough to survive the initial couple minutes of a fight.  So when it drops, enough enemies should be beaten down enough that "Normal" mega-badass mode should carry you through.

And if you're getting team buffs?

MWAHAHAHAHAHAHA!!!

Edited by Hyperstrike
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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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Ok. I think I can make this work... This is not at max settings.  More or less half I would say. I can cycle through Melee Core Embodiment and  Eye of the Magus (which I just finished getting) for when The shit gets real. 

 

 

Screenshot (1).png

 

 

Screenshot (3).png

Edited by meyerwolf406
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You want something that can net high resists AND high defenses at least positionals and can attain high DDR so your defense doesn't get neutered.  Preferably also something with a heal and good endurance recovery.  I love my Shield tank for these because of what Grant Cover gives to the team, I just had to get creative and dip into the various pools for my heal and endurance.  

 

There's likely a lot of tank sets that could rock this well enough.  It's more about having a good toolkit of powers and build then being proactive and quickly reactive when need be.  

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I'm in the same camp that any Tank can have success in hard mode with the right backup, though some will definitely take more effort and tactics than others. IMO, Shield is at the top in the You'll Be Fine tier, where Fire Armor is at the bottom in the Thank Your Team tier. Whether or not your secondary attributes to your mitigation will play a large factor as well.

 

It will be interesting to see how some Tank combos get pushed to their limit.

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Mainly on Excelsior. Find me in game @Spaghetti Betty.

AE Arcs:  Big Magic Blowout! 41612 | The Meta-Human Wrestling Association 44683 | MHWA Part 2 48577

Click to look at my pets!

 

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2 hours ago, Mezmera said:

You want something that can net high resists AND high defenses at least positionals and can attain high DDR so your defense doesn't get neutered.  Preferably also something with a heal and good endurance recovery.  I love my Shield tank for these because of what Grant Cover gives to the team, I just had to get creative and dip into the various pools for my heal and endurance.  

 

There's likely a lot of tank sets that could rock this well enough.  It's more about having a good toolkit of powers and build then being proactive and quickly reactive when need be.  

I have a few Shield tanks at 50.  A SD/DM and a SD/psi IIR.  But Shield doesn't have a heal and I think that Super Reflexes has better -def resistance then shield.

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1 hour ago, Spaghetti Betty said:

I'm in the same camp that any Tank can have success in hard mode with the right backup, though some will definitely take more effort and tactics than others. IMO, Shield is at the top in the You'll Be Fine tier, where Fire Armor is at the bottom in the Thank Your Team tier. Whether or not your secondary attributes to your mitigation will play a large factor as well.

 

It will be interesting to see how some Tank combos get pushed to their limit.

 

I agree.  Mr. ITF has specifically run 207+ ITF's ( yes I count them. its his battle cry lol) with 0 deaths.  I totally expect to die a few if not several times my first Hard mode lol even at 1 star  when it goes live until I get a real fell for it.  Builds will be tested and pushed beyond limits witch will make ppl have to come up with new and unique way to exceed old limits.   I will be interested in seeing some of the new unconventional build combos that this is going to make ppl come up with.

Edited by meyerwolf406
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1 hour ago, meyerwolf406 said:

I have a few Shield tanks at 50.  A SD/DM and a SD/psi IIR.  But Shield doesn't have a heal and I think that Super Reflexes has better -def resistance then shield.

You can get high DDR on Shield tanks.  Mine is at 90% without using Ageless, not too far off of SR.  For a heal I went with Unrelenting and made sure to put the tanker and entomb absorb procs into high frequency firing attacks, I've got an extra 900+ first line hp I can count on and can 'heal' it back well enough when it gets chewed away. 

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I've often wondered about this and just never asked.  By putting Entomb (and proc's in general)  in high frequency firing attacks aren't you lowering the effectiveness of it.  I mean I have attacks that literally recharge in under 1 sec and my AOE in 3 sec. with a PPM of 3 that means for the rest of the time the proc is useless. You can't control when the proc activates so there is risk involved on relying on it proc'ing when you need or want it to.  If it works for you and fits your playstyle that's awesome.  Maybe I just need to give them more of a chance, I would love to see you build and play around with it some because I do like what your saying,  I would have to make some serious changes to my build to accommodate 3 powers pics so I could get Unrelenting. 

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3 hours ago, meyerwolf406 said:

I've often wondered about this and just never asked.  By putting Entomb (and proc's in general)  in high frequency firing attacks aren't you lowering the effectiveness of it.  I mean I have attacks that literally recharge in under 1 sec and my AOE in 3 sec. with a PPM of 3 that means for the rest of the time the proc is useless. You can't control when the proc activates so there is risk involved on relying on it proc'ing when you need or want it to.  If it works for you and fits your playstyle that's awesome.  Maybe I just need to give them more of a chance, I would love to see you build and play around with it some because I do like what your saying,  I would have to make some serious changes to my build to accommodate 3 powers pics so I could get Unrelenting. 

 

I meant the proc will have a high frequency chance of firing.  The Entomb I have slotted in an attack that's at 15s recharge so it is set to fire +75% of the time which Hasten and global recharge bonuses make this an even stronger occurrence.  The tanker absorb I slotted into my TAoE since it's only a fire once at a time type of proc it's a decent one to put into an AoE and with 16 targets for a chance to fire off of its pretty reliable to fire as well.  The Entomb is more consistent though since it doesn't need to rely on a bunch of targets.

 

As far as Presence Pool I swapped Taunt for Provoke and had to drop a ST attack which didn't hurt my chain at all.  It sucks to have to sacrifice a power pick for a dead power in the middle there but Unrelenting is just so strong for some builds.  I get a 3600 heal over 30s plus lots of offensive goodies and its a rez if ever needed.  

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Hornet can solo a 3-star ITF .... but it will take ... days.  In my opinion, by any practical standards, 3-star and up are not solo-able.

 

INV/SS is a really good choice.

 

4-star I generally recommend:  SD, Inv, Granite, and RadA.  Each will have it's benefits and weaknesses.   I suspect, that as a tank, I'll run most runs as SD/ with Granite/ second, But I'll be running Inv/ and RadA/ as well.  ... (More accurately and off-topic, I'll probably be running most runs as Hornet set to 2 or 3 star, and not a tank.  And on the 4-star runs I'll probably run Hornet or Kaede and let someone else be the Tank.)

  • Build for durablity.  Anything above 1-star, or at most 2-star, and you are not going to be able to be both durable enough and offensive enough to solo this.  You are the tank, build like a tank, and act like a tank.  That full offense proc build will get you squished like a grape in 4-star.
  • If you are Resist based, cap your resists.
  • If you are Defense based over-cap your defenses, and push resists hard as well.
  • Push +to-hit as much as possible, as well.  Starting with 3-star the average build will have to-hit issues.   (SS, Dark, etc., has an advantage here.)
  • Bring healing, regen, etc as much as possible.  At some point even the smallest amount of extra regen or absorb will save your life.  The Absorb Proc for instance.
  • Bring buffers, you aren't going to solo this.  ...  At least not 3-star and up.

And a quote from elsewhere:

Quote

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 defense!!!  (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.

And another quote:

Quote

Not really.  For standard content a 350 dps tank is very doable, but that tank in 4-Star hardmode wills squish like a grape.

Outside of T9s, the below conceptualizes what you're asking.

 

My scrapper cheats, pushes near the max dps for an armored scrapper build, but uses T9s to get away with it.  As a main-tank on 4-Star you will *NOT* have the luxury of using T9s, you have to be hardened 24/7 no gaps. The T9s can skew things, but also at a cost.   When I solo the 2-Star, I frequently have to wait 15s or so, before engaging the next group.   Teamed I inevitably die because someone dove it too soon, people start dropping like flies, and my T9s have 10 or 15 more seconds to recharge, and take 10 seconds to execute and pull up full armor.  That's 25 seconds total, and if I'm solo, that's 25seconds between each pull.  Meanwhile Leroy has charged in and gotten the whole dang team wiped, I'm pulling up my armors, need 1.5 seconds to finish animating ..... *SPLAT*.   This happens so often it's just not even funny anymore.

 

"Guys, give me just a second to finish here.  Then I'll show you where to land on the <TEAM WIPE>"

"Uh, too late.  I was gonna say 'where to land on the beach and pull and separate so they don't insta-wipe us.'"

Edited by Linea
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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.

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2 hours ago, Linea said:

 

INV/SS is a really good choice.

 

 

Same thought. 

 

Max the hybrid Def and Res, more mobs, more defense, just don't over-aggro.  Base 50% DDR can also be improved with Ageless.  Rage for the +to hit.  Dull Pain as one of the best heals in the game.  Foot stomp keeps them down (and will still do a little damage with the Armageddon proc, during the crash).  I've always had NUT slotted with the Tanker ATOs in Jab and Haymaker and the Entomb +absorb in Char (along with some debuff in Melt Armor).  All hit and proc, reliably on +4, we'll see if that holds true in 3 and 4-star.

 

Stone(Granite)/SS would be my second choice.

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

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I'd put DarkM and SS at the top of the list for +to-hit reasons.   SS for Soft-Control, but that will be severely curtailed in 4-star where all mobs get at least some KB protection.   DarkM and RadM for self-heal. 

 

Then combine that with

4-Star Hardmode ITF Tank.jpg

and given that defense buffs are most common, that in turn puts Inv/ and Granite/, most likely with DarkM, in a really good place for 4-Star.

 

But I'm also still very fond of my SD/ ... ASSUMING ... I get defense buffs on the team.  Which does tend to happen most of the time, but NOT always.

 

Why did I give granite a +?   Because it's just so much easier to build.  But that ease does indeed come with a cost as well.

 

  • SD/DarkM for most teams, but requires at least minimal defense buffs, and resists buffs are also welcome.
  • Granite/DarkM for those teams with the worst or least buffs.  This is probably the random team pot luck build.
  • Inv/DarkM or Inv/SS for for the more well rounded but also more average teams.
  •  RadA/SS  for the better balanced teams.  Here I can leverage the most taunting and aoe capabilities while also having the longest spike damage survival time to allow the otherwise well balanced team to compensate for any issues on the extreme high end.   The best balance for the team as a whole is not necessarily the best balance for the tank as an individual.  But unbreakable resists with nearly best in class absorbs and heals gives you and the team both a lot of room to compensate for issues.

I think that once teams get more familiar with the content, and stop making stupid mistakes like wanting to join a 4-star run with a level 35, this will eventually translate to a fair bit of jockeying for position between Inv/SS and RadA/SS depending on the team in question.

 

Over time the ASF has definitely been trending more toward the RadA/SS and similar builds.  More team oriented, and less solo oriented.

But I also expect the ITF to be less forgiving of Leroy Jenkins and his fiends than the ASF.

Edited by Linea

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.

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As others have mentioned +to hit is extremely important as the mobs pack a lot of defense.

 

Here is an example of some of the defense the Cimerorans are packing on 2 star:

 

Spoiler

EB defense sample
268941931_Capture3.PNG.d43c9b96364ade893175c33a36cd8942.PNG

 

 

Minion defense sample (with buff from surgeon)
1234941141_Capture5.thumb.PNG.37dcb739e9633cc70ad434996d133bdd.PNG

 

I've seen Phalanx fighting go as high as about +30 defense when a huge group is pulled.

 

Their tohit buffs are huge too. Most groups have an EB nearby with tactics. Oh and the EB have rage too.

Spoiler

EB tohit sample

24825945_Capture2.PNG.5b7fe72efb65e27740468e436b888d5d.PNG

 

Minion tohit sample

523694377_Capture4.PNG.b1499f9607ef4208ebee5027d3666141.PNG

 

the Cimerorans also have a large amount of DDR so it may be difficult to coast on defense debuffs alone. +tohit is absolutely needed to hit anything.

Spoiler

image.thumb.png.83eed57fdb6c1a9846934a579a2d1d23.png

 

I've been testing the difference between various builds of SR/DM and Inv/DM tank for solo hardmode ITF.

 

SR Build (agility alpha)

Spoiler

image.thumb.png.f65c0e3852ab4efc8fdf6fde2f3858ec.png

 

Inv Build (agility alpha)

Spoiler

image.thumb.png.84245675585ec88771588f00f2a4d7ac.png

 

1 nearby enemy (above),  10 nearby enemies (below)

image.thumb.png.fbdeb89aeb1f05d26810da4a40ffc38a.png

 

 

I generally found that the Inv build could hit things more reliably, but the DDR gap was a death sentence. The last minute of ageless provides about +20 DDR. In total for the build this ended up being about 70% DDR for that last 60 seconds. Another issue with Inv was it really wants to stay put in the middle of the pack. I was running around trying to catch the teleporting Immunes Surgeons, which lowered the invincibility buffs since I was not nearby enemies. I may test again with fire ancillary for Char to hold the Surgeons in place though.

 

The SR build was much more reliable because the base defenses were higher and the max DDR meant I could run barrier destiny. I was able to clear the fist hallway and left cavern on 3 star with the SR build. But it took a while because of less +tohit, so I didn't bother slogging through the whole 1st mission.

 

I'm curious to hear how SD and SS perform for people in a solo environment though.

 

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On 8/20/2022 at 11:10 PM, Hyperstrike said:

Oh yes, and the build.

 

  Reveal hidden contents

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

Click this DataLink to open the build!

Much Mo'Durable: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Sorcery
Power Pool: Leadership
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Resist Physical Damage -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(3), RctArm-ResDam/Rchg(3), RctArm-ResDam/EndRdx/Rchg(5), Ags-Psi/Status(5)
Level 1: Jab -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(7), SprMghoft-Acc/Dmg/Rchg(7), SprMghoft-Dmg/EndRdx/Rchg(9), SprMghoft-Acc/Dmg/EndRdx/Rchg(9), SprMghoft-Rchg/Res%(11)
Level 2: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-Rchg/ResDam(15), UnbGrd-ResDam/EndRdx/Rchg(17), ImpArm-ResPsi(17)
Level 4: Haymaker -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(19), SprGntFis-Acc/Dmg/Rchg(19), SprGntFis-Dmg/EndRdx/Rchg(21), SprGntFis-Acc/Dmg/EndRdx/Rchg(21), SprGntFis-Rchg/+Absorb(23)
Level 6: Dull Pain -- Prv-Absorb%(A)
Level 8: Resist Elements -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(23), RctArm-ResDam/Rchg(25), RctArm-ResDam/EndRdx/Rchg(25), ImpArm-ResPsi(27)
Level 10: Taunt -- PrfZng-Dam%(A)
Level 12: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx/Rchg(29), ImpArm-ResPsi(31)
Level 14: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(31), RctArm-ResDam/Rchg(31), RctArm-ResDam/EndRdx/Rchg(33)
Level 16: Kick -- FrcFdb-Rechg%(A)
Level 18: Invincibility -- ShlWal-Def(A), ShlWal-Def/EndRdx(33), ShlWal-Def/Rchg(33), ShlWal-ResDam/Re TP(34), Rct-ResDam%(34), GssSynFr--Build%(34)
Level 20: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/Rchg(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37), SprBlsCol-Rchg/HoldProc(37)
Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(37)
Level 24: Weave -- ShlWal-Def(A), ShlWal-Def/EndRdx(39), ShlWal-Def/Rchg(39), ShlWal-Def/EndRdx/Rchg(39)
Level 26: Tough Hide -- ShlWal-Def(A), ShlWal-Def/EndRdx(40), ShlWal-Def/Rchg(40), ShlWal-Def/EndRdx/Rchg(40)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(42)
Level 30: Combat Jumping -- ShlWal-Def(A), ShlWal-Def/EndRdx(42), ShlWal-Def/Rchg(42), ShlWal-Def/EndRdx/Rchg(43)
Level 32: Arcane Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(43), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(45)
Level 35: Mystic Flight -- WntGif-ResSlow(A)
Level 38: Foot Stomp -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(46), SprAvl-Acc/Dmg/Rchg(46), SprAvl-Acc/Dmg/EndRdx/Rchg(46), SprAvl-Rchg/KDProc(48)
Level 41: Char -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(48), SprEnt-End/Rchg(48), SprEnt-Acc/Hold/End(50), SprEnt-Acc/Hold/End/Rchg(50)
Level 44: Rune of Protection -- UnbGrd-ResDam/EndRdx(A), GldArm-End/Res(50)
Level 47: Maneuvers -- EndRdx-I(A)
Level 49: Assault -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(13)
Level 1: Hurdle -- Empty(A)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
Level 32: Arcane Power
Level 50: Freedom Phalanx Reserve
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
Level 50: Resilient Core Paragon
Level 50: Ion Core Final Judgement
Level 50: Diamagnetic Core Flawless Interface
Level 50: Longbow Core Superior Ally
Level 50: Ageless Core Epiphany
Level 50: Melee Core Embodiment
------------

 

 

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
		|-------------------------------------------------------------------|
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		|78DA65944B4F135114C7EFB4532B50ACE555A0D0D20A94020E94E8DE44C48034698|
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		|EE09C36FB1FF934EEF1|
		|-------------------------------------------------------------------|

 


Might have some tiny differences, as I screenshot the stats, then closed Mids and had to rebuild it.

This is the "Mo Jacked," build?

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4 hours ago, 00Troy00 said:

This is the "Mo Jacked," build?


Both are the same build.
Mo Minimum is the build is with Invincibility at 1 enemy and Hybrid and Rune turned OFF.
It should handle 99.99% of content in the game.
Mo Jacked is the same build with Invincibility maxed, plus Rune and a saturated Hybrid.
It's for that OTHER 0.01%.  You know...The CRAZY SHITTUFF.

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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3 hours ago, Marshal_General said:

Will INV survive the rage crash when your defense drops around mobs designed to blow past your DDR and drop your defense into the red?


If you're operating beyond Incarnate Soft Cap and are utterly maxed out on Resists (as in ALL OF 'EM)...what do YOU think?

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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