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Super Reflexes/Kinetic Melee Tanker


Ringo

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So I'm just about to reach 50 on my SR/KM Tanker and decided to put together a build.  Well actually three builds because I'm not sure which direction I want to go yet.  All three builds have 50%+ to Positional Defenses.  Around 50% Smashing, Lethal, Toxic, and Psionic Resists.  400-600 extra HP, 70%+ Accuracy, and 200%+ Global Recharge without Hasten.  All three currently plan to use Boxing and Cross Punch in addition to the first three Kinetic Melee attacks.

 

This first build has Gloom from the Epic pool, unslotted Kick to boost the Fighting attacks, Aid Other, Aid Self, and Field Medic (for the endurance recovery).  It's closest to what I'm current running

 

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The second build drops Gloom and Kick for Conserve Power and Physical Perfection:

 

Spoiler

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And finally the third build takes Aid Other, Aid Self, and then the Pyre Mastery Epic Pool for Meltdown and Fireball

 

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What do y'all think?  Which one would you choose - or what modifications would you make?

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I put a lot of time under my belt with SR, in fact KM/SR on a Scrapper to be specific. I tried carrying around Aid Self for a while thinking I'd A) Need it, and B) Use it, but I found two things: I never used it, and the times where I took the kind of damage that I'd have wanted to heal myself it was too quick for a heal to have mattered. Carry around green inspirations as they'll serve you better, and faster than Aid Self ever will. Once you hit 50 you can also pick up Rebirth Radial for a Heal+Regen combo that will also be a blessing to SR. You'll be far more worried about the long-term needs than the short term burst healing.

 

Endurance kind of falls in the same stride, there's nothing super taxing about Kinetic Melee that Conserve Power, nor Physical Perfection should be a necessity.

 

As a Tanker you're able to easily hit 59% Defense on the positional so there's not a lot of reason not to, especially if you're already dipping into Fighting. This is a build I had on hand, I moved one thing around and put Gloom in, but it's pretty much what I'd suggest sticking to:

 

Spoiler

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I guess one thing I'm shooting for is higher resists so that I don't have that "crack like an egg" moment - thus giving me time to use Aid Self, but I'll admit that I shorted some defense in chasing those +resist numbers.

 

It's interesting to me that you have all the attacks loaded with so many procs.  Isn't everything that's sub-30 seconds and not AoE pretty unlikely to fire?

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2 hours ago, Ringo said:

I guess one thing I'm shooting for is higher resists so that I don't have that "crack like an egg" moment - thus giving me time to use Aid Self, but I'll admit that I shorted some defense in chasing those +resist numbers.

 

It's interesting to me that you have all the attacks loaded with so many procs.  Isn't everything that's sub-30 seconds and not AoE pretty unlikely to fire?

 

The few situations on my Scrapper where I ever experienced immediate death were often tied to either cascading failure (which is hard and few between), or a few unlucky series of hits for high amounts of damage that wee-lil' Scrapper HP couldn't handle. Tankers out-of-the-gate are already packing more HP than most aggressive things in the game are gonna break them over. Rebirth Radial is the tool I stuck to post 50 because even at the low end of its diminishing performance it still gave ample Regen, it's a solid heal, and it was like having a pocket Instant Healing on tap. Not like SR is going to need any of the other Destiny's anyway. Player choice.

 

Procs: When you pack 3-4 into one ability, even a fast cycling T1,2 or 3 attack, the odds of seeing at least one of them go off each attack cycle is still pretty good. It's very unlikely to see all of them go off at once, but they'll have pretty good odds of one, sometimes two pretty consistently. There is a minimum chance for all procs to fire, so there isn't a condition that they will never fire, just lower odds. The only thing about abilities sub-30/s that one should be mindful of is just avoidance of how much recharge is being put into the attack to avoid further reducing its odd chance, although honestly anything 0-10/s flat out doesn't matter, 11-15 sort of matters, 16-20 avoid if you can, but a little won't hurt, 21-30 it's best to not if the power can get away with it, but if it is something that needs to meet a duration condition then do only enough to meet that condition (although there are very few powers that have a 30/s base recharge, are duration based, and aren't naturally up fast enough for their own cause).

 

You might see a bunch of "Proc Monster" links in my signature. Trust me, it works.

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