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Posted

Absolutely yes. Go for it. Proc it out. Proc everything. Proc the heal, Ground Zero, KO Blow, Foot Stomp, all of it. Get Cross Punch. Proc that out too.

 

Once this is done, congratulations, you have a Tanker with almost Scrapper levels of damage. (Only a slight exaggeration)

  • Like 1

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!

 

Posted (edited)

The Mad King doth share! The link in my signature will talk about it, but here is the link straight to the build here.

Edited by Sir Myshkin
  • Like 2
Posted

Thanks.  I’ll check out build. Mids is currently giving me all kinds of trouble. Straight stealing a build will be helpful. He is only in high teens at the moment so have a while on end game build. 

Posted

Gotta take Ground Zero.  That power is just too much fun.  And it is an angel toon so healing everyone fits.  I had an elec/rad scrap for this but I hate elec melee now.  

 

With all the procs, you find surviviability is still fine?  

Posted
1 hour ago, Thrax said:

With all the procs, you find surviviability is still fine?

 

Th... hrn... one sec, I need to double check which build I linked you to. Okay so, yeah. Survivability is perfectly fine, the build is pretty much hard capped across the board on that one. Yes there is some wiggle room but that particular build is insanely offensive focused, it can be scaled back a bit to get the last little nudge of Negative covered, and an ounce more Psionic if desired.

 

1 hour ago, Thrax said:

Gotta take Ground Zero.

 

Easy to trade Dark Obliteration for Ground Zero if you desire!

 

1 hour ago, Thrax said:

I would never make a tank or brute without taunt.

 

Absolutely not needed. With the way that Gauntlet was updated it is passable for the right kind of build to forgo taking a Taunt so long as it has the right kind of tools to cover for the job (which this build does). Aggro is generated on multiple different levels from Visual, Damage, Anchoring (like Debuffs), and actual Taunts. Above all damage supersedes everything and can peel aggro off even the most aggressive taunter. When you have two Tankers together, the one doing more damage will be the higher threat level, and so on. The next queue is anchoring, which comes from Darkest Night. By having a way to anchor into a spawn (or another spawn that you're not currently engaged in), the Tank can aggro outside of their limit and bring in further aggression. 

 

This build will always be the most powerful tank in the room (unless there's another like it, then they'll be fighting each other like cats in a bag). Everything will hate you, everything will want to see you die. All you have to do is throw out a few hits on the welcoming party and watch the world burn. Your Taunt is a punch in the face.

 

Also, sub note, Beta Decay is a taunt aura which is another reason that the actual Taunt power isn't necessary.

 

Cheers!

Posted

I'll check all that out, thanks.  I"ll still take taunt though as it is required.  Any brute/tank that doesn't take taunt is just wrong.  There are too many reasons to list, but it is required if you're wanting to play the class correctly.  Yes, taunt auras and attacks taunt, but nothing pulls mobs off people in trouble or grabs attention like taunt.

Posted

Apologies. This is the first time I've been at my desk in a day or so. Here's the build I run.

 

Spoiler

This Hero build was built using Mids Reborn 3.4.6
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

strawberry: Level 50 Science Tanker
Primary Power Set: Radiation Armor
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Alpha Barrier

  • (A) Unbreakable Guard - Resistance
  • (3) Unbreakable Guard - Resistance/Endurance
  • (3) Unbreakable Guard - RechargeTime/Resistance
  • (5) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 1: Jab

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

Level 2: Proton Armor

  • (A) Unbreakable Guard - Resistance
  • (5) Unbreakable Guard - Resistance/Endurance
  • (9) Unbreakable Guard - RechargeTime/Resistance
  • (9) Unbreakable Guard - +Max HP

Level 4: Haymaker

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

Level 6: Fallout Shelter

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (7) Gladiator's Armor - TP Protection +3% Def (All)
  • (7) Impervium Armor - Psionic Resistance

Level 8: Radiation Therapy

  • (A) Superior Avalanche - Recharge/Chance for Knockdown
  • (11) Theft of Essence - Accuracy/Healing
  • (11) Theft of Essence - Chance for +Endurance
  • (13) Touch of the Nictus - Chance for Negative Energy Damage
  • (13) Perfect Zinger - Chance for Psi Damage
  • (15) Eradication - Chance for Energy Damage

Level 10: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (17) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (19) Kismet - Accuracy +6%
  • (19) Reactive Defenses - Scaling Resist Damage

Level 12: Boxing

  • (A) Damage Increase IO

Level 14: Kick

  • (A) Damage Increase IO

Level 16: Cross Punch

  • (A) Eradication - Damage
  • (42) Eradication - Chance for Energy Damage
  • (43) Obliteration - Chance for Smashing Damage
  • (43) Scirocco's Dervish - Chance of Damage(Lethal)
  • (43) Explosive Strike - Chance for Smashing Damage
  • (45) Force Feedback - Chance for +Recharge

Level 18: Beta Decay

  • (A) Achilles' Heel - Chance for Res Debuff

Level 20: Particle Shielding

  • (A) Preventive Medicine - Chance for +Absorb
  • (21) Preventive Medicine - Heal/RechargeTime/Endurance
  • (21) Preventive Medicine - Heal/RechargeTime
  • (23) Preventive Medicine - Endurance/RechargeTime
  • (23) Preventive Medicine - Heal/Endurance
  • (25) Preventive Medicine - Heal

Level 22: Knockout Blow

  • (A) Hecatomb - Chance of Damage(Negative)
  • (37) Hecatomb - Damage/Recharge/Accuracy
  • (37) Hecatomb - Recharge/Accuracy
  • (40) Unbreakable Constraint - Chance for Smashing Damage
  • (42) Neuronic Shutdown - Chance of Damage(Psionic)
  • (42) Force Feedback - Chance for +Recharge

Level 24: Hand Clap

  • (A) Endurance Reduction IO
  • (34) Sudden Acceleration - Knockback to Knockdown
  • (34) Force Feedback - Chance for +Recharge

Level 26: Ground Zero

  • (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
  • (27) Eradication - Chance for Energy Damage
  • (27) Obliteration - Chance for Smashing Damage
  • (31) Scirocco's Dervish - Chance of Damage(Lethal)
  • (31) Touch of Lady Grey - Chance for Negative Damage
  • (33) Shield Breaker - Chance for Lethal Damage

Level 28: Rage

  • (A) Rectified Reticle - Increased Perception
  • (29) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge

Level 30: Super Jump

  • (A) Winter's Gift - Slow Resistance (20%)

Level 32: Gamma Boost

  • (A) Performance Shifter - Chance for +End

Level 35: Mu Lightning

  • (A) Superior Winter's Bite - Accuracy/Damage
  • (45) Superior Winter's Bite - Accuracy/Damage/Endurance
  • (46) Superior Winter's Bite - Accuracy/Damage/Recharge
  • (46) Apocalypse - Chance of Damage(Negative)

Level 38: Foot Stomp

  • (A) Armageddon - Chance for Fire Damage
  • (39) Armageddon - Damage/Endurance
  • (39) Armageddon - Recharge/Accuracy
  • (39) Armageddon - Damage/Recharge/Accuracy
  • (40) Armageddon - Damage/Recharge
  • (40) Force Feedback - Chance for +Recharge

Level 41: Ball Lightning

  • (A) Ragnarok - Chance for Knockdown
  • (46) Bombardment - Chance for Fire Damage
  • (50) Javelin Volley - Chance of Damage(Lethal)
  • (50) Positron's Blast - Chance of Damage(Energy)
  • (50) Ragnarok - Damage/Recharge

Level 44: Hasten

  • (A) Recharge Reduction IO
  • (45) Recharge Reduction IO

Level 47: Tough

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

Level 49: Taunt

  • (A) Perfect Zinger - Chance for Psi Damage

Level 1: Gauntlet 


Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Empty
Level 1: Swift
  • (A) Run Speed IO
Level 1: Hurdle
  • (A) Empty
Level 1: Health
  • (A) Panacea - +Hit Points/Endurance
  • (15) Miracle - +Recovery
  • (17) Numina's Convalesence - +Regeneration/+Recovery
Level 1: Stamina
  • (A) Performance Shifter - Chance for +End
Level 30: Double Jump 

Level 50: Diamagnetic Radial Flawless Interface 
Level 50: Barrier Core Epiphany 
Level 50: Musculature Radial Paragon 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
Level 50: Freedom Phalanx Reserve 
Level 50: Melee Core Embodiment 
------------

 

I use this Tank for damn near everything, including 4* ITFs (though buffs are flying everywhere for that). 1 Haymaker hard caps S/L/E/F/C RES, and a 2nd one caps Neg. It's already hard enough for mobs to get past that with a layer of 1K absorb on top of it. Rage + Ground Zero + Foot Stomp flattens everything that isn't a +4 boss. Radiation Therapy is also a mini nuke in its own right. Anything that isn't dead will be spending their time trying to get off the floor with the slew of KD procs present. For anything that can get through those layers of mitigation (+4 Carnie/Arachnos overpull, whoops I forgot to kill the Sapper, etc.), I keep Barrier and Melee handy, though I only ever press those situationally. I have Assault Radial for when extra damage is warranted.

 

Hope this helps!

  • Like 1

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!

 

Posted

Thanks, I'll check out both and probably mash them together.  Handclap any good proc'd out?  I'll probably try it out as leveling.  Crosspunch just for another aoe?  

Posted
37 minutes ago, Thrax said:

Thanks, I'll check out both and probably mash them together.  Handclap any good proc'd out?  I'll probably try it out as leveling.  Crosspunch just for another aoe?  

I use Hand Clap for CC and to force FF Proc if I notice it hasn't activated in awhile. I use Cross Punch for both AoE and ST. It's actually pretty reliable in an ST attack chain (if you take both Boxing and Kick), which for me looks something like Haymaker -> KO Blow* -> Cross Punch -> Mu Lightning.

 

Some other notes:

-Gloom and Dark Obliteration outperform Mu Lightning and Ball Lightning by a large margin. I just picked those for concept.

-My accuracy outside of Rage is poop.

-Since I slotted Radiation Therapy for damage over healing, I can't expect it to save me if things go south. It only heals about 75% with max targets, and drops to an abysmal ~15% if it hits one target. This is usually not an issue, as Particle Shielding and capped RES keeps me more than safe enough 95% of the time.

  • Like 1

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!

 

Posted
6 hours ago, Thrax said:

Crosspunch just for another aoe?

 

It might sound kind of crazy, but Super Strength's first three attacks are super subpar. When you take all three of the attacks out of the Fighting Pool they get a collective boost to several stats just for owning all three, and this ends up making Boxing and Cross Punch better attacks than Jab, Punch, or Haymaker. To top it off Cross Punch gets PBAoE enhancements so it can take the -Res proc. Add in the Force Feedback +Recharge proc in Knockout Blow (which will go off quite often surprisingly), and you'll easily be able to run around with an attack chain that is Boxing > CP > Gloom > Boxing > KOB

Posted

Well, 47 at the moment. It’s a blast. I’ve tried the fighting pool route several years ago. I really just like the big sound the attacks make in SS. I’m sure it’s not optimal but  gonna use jab and haymaker with knock out blow. Tried proccing out ground zero and the heal and it is awesome. Gonna try for more in footstomp but I like having it up often so I’m torn there. 
 

It is an angel based toon so unsure if I can make darkness fit. I can probably figure it out. Really just want the toggle more than the rest.  I’m still tweaking the build but I’ll post when I get done there. Still got a few levels to go.
 

Was gonna take spiritual but it fucks with the procs so guess I’ll go musculature. Haven’t decided there yet.  Had the build with 45% melee defense but that lowered the more procs I put in there. 

  • Thumbs Up 2
Posted (edited)

Probably gonna drop hand clap even though I like it just seems pointless. Seems it’s in between being ineffectual on hard mode stuff and totally not needed on regular stuff. 
 

thinking of picking up an epic hold to stack with ko blow. 

Edited by Thrax
  • Thumbs Up 1
Posted

Well, here is what I'm leaning towards.  Haven't pulled the trigger on respec'n yet.  He is 50 now and has musculature t4.  Double stacked rage should be plenty of to hit but if not have focused accuracy for hard stuff.  Likely ITFs as that is what I like running most anyway.  Let me know what you all think.  

 

https://www.midsreborn.com/builds/download.php?uc=1702&c=753&a=1506&f=HEX&dc=78DA7594594F135114C7FFD34E454A592B9BEC6B29C581A23EB846231065498810DF4C33C2581A4B4BDA9A407C15B7B8F2E29B627CF30368A27E047975FD026EA0898AFAA0F574CE1C72A96192767EF79C73EFFD9F73CF9DB1F901DFCA8BD123D07CC7E2663A1D993413E7AC9467CC8CC6A6408FF77832BED03C399332E70B68D8C8FEC88075D64AA42DE3A4391D3333B164227234359B4CD539EE312B6E59C6C4F939E2894CCA4A443333281A4F26E3C6503C169DC9F86C1EB5CCB958225ACC8E9C9D465E7B34316759D3FEC1B9D8943198B052D185C89899CE58A9851A52D141BF6B01FAD3204FD60D7CA75F58870B3F047E32E8F8CDD0E3DD3CC903BC9490570CDBF05AE00DC376BC1578C7F03C48AB681BEB6409D775DB5382BB2E1BAE933CB72ACF2DF24A445E99C82BC32F86222AB14799040FEAD87383962B503D05384C6FDAF426790AB58DA4B29E42F8794E052A081A7250C3961D48BB1C5873D9AE2A52695B6ED13245CA32EE223CE3D82A3C66A8C15381270C0695B3184A398B7191EBB0138B029718EA7159E02A4323AE30F4D232A56A72A508D13B5C88DBA4AA5C29B4A71CEFDDCEE40F021F199AF149E0B3C02A439836F0ABC7EEC709CEA0058B02B39A034E8DDA1012E8742A41C753A9EAACB487B94E234FB552081A64E9C11DD25FAB6E5C2B856F93C2B7CB7EEDB8000756D8D289BF0CFDA4BF4EA37E7696D1EB704F42EE0B2C3304F040E021839BC435A8ADD8806ACD1611403F8B084A4F06A54B974879939291AB09EB12E2B46DB7B4AD4E1BB4AA59B64A5DBA3122B1DF9C1B883FB0F7EEC190588619F67873375B39EC0E1CE20C76619FC04181FD4E0BE280807392CBB45A977A165DD89BBB2A6E3CA25E0D293AB5905C5B43AE6D2BA562A82186B462AFC06E92D9A756A60F619EDC873E811E86A0BEF97B93ADD7A13E59DB488D32BA857D5C57E7935D63FB6ADE874CE2D7B6B07FC9B393BC16AEBA17A734078609023ABEFE1FBBC4E9F8A44C3E295CEE03E251F465C7697258CDF874BEC1CC379CC9378CF8F30CFF0031F0E714

Posted
5 hours ago, Thrax said:

Well, here is what I'm leaning towards.  Haven't pulled the trigger on respec'n yet.  He is 50 now and has musculature t4.  Double stacked rage should be plenty of to hit but if not have focused accuracy for hard stuff.  Likely ITFs as that is what I like running most anyway.  Let me know what you all think.  

 

https://www.midsreborn.com/builds/download.php?uc=1702&c=753&a=1506&f=HEX&dc=78DA7594594F135114C7FFD34E454A592B9BEC6B29C581A23EB846231065498810DF4C33C2581A4B4BDA9A407C15B7B8F2E29B627CF30368A27E047975FD026EA0898AFAA0F574CE1C72A96192767EF79C73EFFD9F73CF9DB1F901DFCA8BD123D07CC7E2663A1D993413E7AC9467CC8CC6A6408FF77832BED03C399332E70B68D8C8FEC88075D64AA42DE3A4391D3333B164227234359B4CD539EE312B6E59C6C4F939E2894CCA4A443333281A4F26E3C6503C169DC9F86C1EB5CCB958225ACC8E9C9D465E7B34316759D3FEC1B9D8943198B052D185C89899CE58A9851A52D141BF6B01FAD3204FD60D7CA75F58870B3F047E32E8F8CDD0E3DD3CC903BC9490570CDBF05AE00DC376BC1578C7F03C48AB681BEB6409D775DB5382BB2E1BAE933CB72ACF2DF24A445E99C82BC32F86222AB14799040FEAD87383962B503D05384C6FDAF426790AB58DA4B29E42F8794E052A081A7250C3961D48BB1C5873D9AE2A52695B6ED13245CA32EE223CE3D82A3C66A8C15381270C0695B3184A398B7191EBB0138B029718EA7159E02A4323AE30F4D232A56A72A508D13B5C88DBA4AA5C29B4A71CEFDDCEE40F021F199AF149E0B3C02A439836F0ABC7EEC709CEA0058B02B39A034E8DDA1012E8742A41C753A9EAACB487B94E234FB552081A64E9C11DD25FAB6E5C2B856F93C2B7CB7EEDB8000756D8D289BF0CFDA4BF4EA37E7696D1EB704F42EE0B2C3304F040E021839BC435A8ADD8806ACD1611403F8B084A4F06A54B974879939291AB09EB12E2B46DB7B4AD4E1BB4AA59B64A5DBA3122B1DF9C1B883FB0F7EEC190588619F67873375B39EC0E1CE20C76619FC04181FD4E0BE280807392CBB45A977A165DD89BBB2A6E3CA25E0D293AB5905C5B43AE6D2BA562A82186B462AFC06E92D9A756A60F619EDC873E811E86A0BEF97B93ADD7A13E59DB488D32BA857D5C57E7935D63FB6ADE874CE2D7B6B07FC9B393BC16AEBA17A734078609023ABEFE1FBBC4E9F8A44C3E295CEE03E251F465C7697258CDF874BEC1CC379CC9378CF8F30CFF0031F0E714

I took a glance at what you have. Here are some of my own observations:

 

In regards to Weave. When I was building mine up, I did consider taking Weave for the simple addition of another LoTG. I ultimately decided against it for 2 reasons. 1, another 7.5% global recharge wasn't worth it in my eyes in the grand scheme of things since the build runs mostly on FF procs anyway, kind of like trying to slam a Ferrari engine into a dump truck, and 2, building Defense literally doesn't matter because Rage slaps you in the face with a nice -20% DEF(All) when it crashes. If you're double-stacking Rage, then you get to deal with this twice as frequently! Woo! Also, I run a lot of ITFs with mine. I think everyone knows what happens when you stand in a pile of angry Cims. I took Taunt instead!

 

Which leads me to my next point, Beta Decay. I don't wanna say your slots in it are wasted, since Dark Watcher's Despair does have some nice set bonuses attached to it, but -tohit isn't really gonna do you any favors. This is why I opted to just drop an Achilles' Heel proc in mine (so the -res can help with dmg) and use the slots somewhere else.

 

I love Focused Accuracy. But I feel like you're leaving metric tons of damage on the table by opting into it. You are correct that double-stacked Rage provides more than enough +tohit to solve most of your problems (Sorry buddy, you are just not gonna have perfect accuracy against a mob of 20 +4 Cims). When it comes to Death Mages, Carnies, and the like, I use Ball Lighting with a KB proc as an opener. This gives me enough time to layeth the smackdown so that I no longer have to worry about them debuffing my accuracy.

 

You are correct in that Musculature is the way to go for something of this nature. I prefer Radial as it gives a slew of other bonuses for the cost of a modest decrease in added damage. It's all about necessary sacrifices. On the other hand, you could go Vigor Core if you're aiming to be more tanky.

 

And lastly, I love Slow Resistance. It is a hill I will die on.

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!

 

Posted
On 10/8/2022 at 7:55 PM, Thrax said:

Well, here is what I'm leaning towards.  Haven't pulled the trigger on respec'n yet.  He is 50 now and has musculature t4.  Double stacked rage should be plenty of to hit but if not have focused accuracy for hard stuff.  Likely ITFs as that is what I like running most anyway.  Let me know what you all think.  

 

https://www.midsreborn.com/builds/download.php?uc=1702&c=753&a=1506&f=HEX&dc=78DA7594594F135114C7FFD34E454A592B9BEC6B29C581A23EB846231065498810DF4C33C2581A4B4BDA9A407C15B7B8F2E29B627CF30368A27E047975FD026EA0898AFAA0F574CE1C72A96192767EF79C73EFFD9F73CF9DB1F901DFCA8BD123D07CC7E2663A1D993413E7AC9467CC8CC6A6408FF77832BED03C399332E70B68D8C8FEC88075D64AA42DE3A4391D3333B164227234359B4CD539EE312B6E59C6C4F939E2894CCA4A443333281A4F26E3C6503C169DC9F86C1EB5CCB958225ACC8E9C9D465E7B34316759D3FEC1B9D8943198B052D185C89899CE58A9851A52D141BF6B01FAD3204FD60D7CA75F58870B3F047E32E8F8CDD0E3DD3CC903BC9490570CDBF05AE00DC376BC1578C7F03C48AB681BEB6409D775DB5382BB2E1BAE933CB72ACF2DF24A445E99C82BC32F86222AB14799040FEAD87383962B503D05384C6FDAF426790AB58DA4B29E42F8794E052A081A7250C3961D48BB1C5873D9AE2A52695B6ED13245CA32EE223CE3D82A3C66A8C15381270C0695B3184A398B7191EBB0138B029718EA7159E02A4323AE30F4D232A56A72A508D13B5C88DBA4AA5C29B4A71CEFDDCEE40F021F199AF149E0B3C02A439836F0ABC7EEC709CEA0058B02B39A034E8DDA1012E8742A41C753A9EAACB487B94E234FB552081A64E9C11DD25FAB6E5C2B856F93C2B7CB7EEDB8000756D8D289BF0CFDA4BF4EA37E7696D1EB704F42EE0B2C3304F040E021839BC435A8ADD8806ACD1611403F8B084A4F06A54B974879939291AB09EB12E2B46DB7B4AD4E1BB4AA59B64A5DBA3122B1DF9C1B883FB0F7EEC190588619F67873375B39EC0E1CE20C76619FC04181FD4E0BE280807392CBB45A977A165DD89BBB2A6E3CA25E0D293AB5905C5B43AE6D2BA562A82186B462AFC06E92D9A756A60F619EDC873E811E86A0BEF97B93ADD7A13E59DB488D32BA857D5C57E7935D63FB6ADE874CE2D7B6B07FC9B393BC16AEBA17A734078609023ABEFE1FBBC4E9F8A44C3E295CEE03E251F465C7697258CDF874BEC1CC379CC9378CF8F30CFF0031F0E714

 

Following up with a slightly modified version of this for your perusal.

 

This Hero build was built using Mids Reborn 3.4.6
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Holy Thrax Betty: Level 50 Magic Tanker
Primary Power Set: Radiation Armor
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Alpha Barrier

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

Level 1: Jab

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

Level 2: Gamma Boost

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

Level 4: Proton Armor

  • (A) Unbreakable Guard - Resistance
  • (15) Unbreakable Guard - Resistance/Endurance
  • (17) Unbreakable Guard - RechargeTime/Resistance
  • (17) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 6: Fly

  • (A) Winter's Gift - Slow Resistance (20%)

Level 8: Fallout Shelter

  • Hamidon Origin:Ribosome Exposure

Level 10: Radiation Therapy

  • (A) Touch of the Nictus - Healing/Absorb
  • (19) Theft of Essence - Chance for +Endurance
  • (19) Touch of the Nictus - Chance for Negative Energy Damage
  • (21) Perfect Zinger - Chance for Psi Damage
  • (21) Eradication - Chance for Energy Damage
  • (23) Obliteration - Chance for Smashing Damage

Level 12: Beta Decay

  • (A) Achilles' Heel - Chance for Res Debuff

Level 14: Haymaker

  • (A) Superior Gauntleted Fist - Accuracy/Damage
  • (27) Superior Gauntleted Fist - Damage/RechargeTime
  • (27) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (29) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (29) Superior Gauntleted Fist - RechargeTime/+Absorb
  • (31) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime

Level 16: Taunt

  • (A) Recharge Reduction IO

Level 18: Particle Shielding

  • (A) Preventive Medicine - Heal
  • (31) Preventive Medicine - Heal/Endurance
  • (31) Preventive Medicine - Endurance/RechargeTime
  • (33) Preventive Medicine - Heal/RechargeTime
  • (33) Preventive Medicine - Heal/RechargeTime/Endurance
  • (33) Preventive Medicine - Chance for +Absorb

Level 20: Knockout Blow

  • (A) Unbreakable Constraint - Chance for Smashing Damage
  • (34) Force Feedback - Chance for +Recharge
  • (34) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (34) Perfect Zinger - Chance for Psi Damage
  • (36) Hecatomb - Chance of Damage(Negative)
  • (36) Hecatomb - Damage

Level 22: Combat Jumping

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

Level 24: Kick

  • (A) Empty

Level 26: Ground Zero

  • (A) Eradication - Chance for Energy Damage
  • (36) Obliteration - Chance for Smashing Damage
  • (37) Perfect Zinger - Chance for Psi Damage
  • (37) Scirocco's Dervish - Chance of Damage(Lethal)
  • (37) Touch of Lady Grey - Chance for Negative Damage
  • (39) Obliteration - Accuracy/Damage/Recharge

Level 28: Rage

  • (A) Adjusted Targeting - To Hit Buff
  • (39) Adjusted Targeting - To Hit Buff/Recharge
  • (39) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (40) Adjusted Targeting - Recharge
  • (50) Adjusted Targeting - Endurance/Recharge

Level 30: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (40) Gladiator's Armor - TP Protection +3% Def (All)
  • (42) Unbreakable Guard - Resistance/Endurance
  • (42) Unbreakable Guard - Resistance

Level 32: Meltdown

  • (A) Unbreakable Guard - Endurance/RechargeTime
  • (42) Unbreakable Guard - RechargeTime/Resistance
  • (43) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 35: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (40) Kismet - Accuracy +6%
  • (43) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (43) Reactive Defenses - Scaling Resist Damage

Level 38: Foot Stomp

  • (A) Armageddon - Chance for Fire Damage
  • (46) Armageddon - Damage/Recharge
  • (46) Armageddon - Damage/Endurance
  • (46) Armageddon - Damage/Recharge/Accuracy
  • (47) Armageddon - Recharge/Accuracy
  • (47) Force Feedback - Chance for +Recharge

Level 41: Char

  • (A) Lockdown - Chance for +2 Mag Hold

Level 44: Fire Blast

  • (A) Superior Winter's Bite - Accuracy/Damage
  • (45) Superior Winter's Bite - Accuracy/Damage/Endurance
  • (45) Superior Winter's Bite - Accuracy/Damage/Recharge
  • (45) Apocalypse - Chance of Damage(Negative)
  • (50) Gladiator's Javelin - Chance of Damage(Toxic)

Level 47: Fire Ball

  • (A) Ragnarok - Chance for Knockdown
  • (48) Ragnarok - Damage/Recharge/Accuracy
  • (48) Javelin Volley - Chance of Damage(Lethal)
  • (48) Bombardment - Chance for Fire Damage
  • (50) Positron's Blast - Chance of Damage(Energy)

Level 49: Hasten

  • (A) Recharge Reduction IO
  • (49) Recharge Reduction IO

Level 1: Gauntlet 


Level 1: Brawl

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!

 

Posted

It’s the best tanker combo for general content other than ss\bio.

Rad will clear missions faster that have fewer bosses. But as soon as you have a mission with more bosses, elite bosses or AV’s Ss/Bio clears faster. 

also anything + shield is A+ tier as well. 

Posted
On 10/8/2022 at 7:55 PM, Thrax said:

Well, here is what I'm leaning towards.

 

You have a little overkill in a few places. Whether it was just a lack of inspiration, or intentional, you don't need Physical Perfection. Gamma Boost will easily take care of Recovery for Rad Armor since it'll spend more than enough time at 50% or higher health. You're also super over slotting Particle Shielding, that thing taps out at just two health IO's so six slotting the power is extreme.

 

As Betty kind of pointed out, if there's not going to be certain minimum goals kept in a build for defense, then it may be a safe consideration to scrap them altogether and focus on the prime elements. So scrap all the defensive powers and just pour the effort into capping Resistance without the use of the Tanker Proc. It's okay to still keep the basic 3% IO's for just background filler, but a build can be run without defensive focus when you can hard cap Resistance like a Tanker can.

 

Given you're seeking a more Angelic concept, I might suggest either Flame (like Holy Fire) or Electrical (like Lightning Bolts) for an epic. If we toss out the junk powers, fill in with Electrical (lightning sounded cooler in my opinion), and focus on capping Resistance as close as possible within your current constraints, you'll get near a build like this:

 

Spoiler

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		|A25CFA57297CCA23D914A67E6501D0DF4F4B13539695E347325337A36359F499533|
		|F95CF25871315FF40A77C2CC9A667476A9403C5B2E9AB97479014D33F97C367A329|
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		|1E2F2E95CD646229994895CA66F14A27A512A4E779F547831C15C2D3F4F80D38F05|
		|007E206465C50E754ECC01B9BE5D1F156C23B0603EF257C6070E023C36D3F892891|
		|EC1A7EB067177E4AF8CDE0C21F861604399B1E6CB245A326DAB025432F151AB843F|
		|27655DE2EE587A4FC90941FC22F063FCB3B10410741AF817B7E6B995C52C6D6802F|
		|D5B94E4AE52B439B95007D3D88ABB0204AD39D6A6C2742BA28C4CFD088B08400C36|
		|E04252461D5789762BBD5B570E330FD3B6C18916D70536E4DEA94267473323DF032|
		|8C5232CD4A83F466E438501BF20C9D28313CA088ADAA5CABACB64F561B27398FA6A|
		|CBE072B86505965D88353BA8029CE612F163501CBECBA4F91DAB5DA2EAAA01D2FC8|
		|E331401DB69A5FEB788755B561A3FE8AAA077180E54218E3002B24D7A57C6474619|
		|993E996ABD38D35DD5AD23E5C67D73EDC6218A39ABC5AADA88AEE4518A26C010378|
		|C4893B29BD5E35526FB58EAA6700EB36A1FB5DB41E7F61858CE30C5B7CF475BFDAE|
		|0FEAD00029234D3A76E1E1F62BAD08D881388284310A3BA68445CC208479AA09A86|
		|D5533A8C6B5CED7EDC907053C2215DEC7FC88320D6E902BD07946CF4002664EC831|
		|2C619523437AC661EC6634324FC842182A7123E71A43874BB80CF6C791902A28A0C|
		|A2B2C3AB945F4C3DEB31B92382C6F66BABD263401D15CB48D7C2741DFB8CA17E4F7|
		|68DEDDF5CDB6F29B247AAEBE4C0DA4E4F803DEBFF798807E58638CF956CEC9CB261|
		|88299B0CA13A99C6EAD8E375ECE375EC1375ECCE96ED176AE5998FF2A10BAD6638E|
		|22183DA6C6BD0D9A69552ACFF0026D3F07C|
		|-------------------------------------------------------------------|

 

Posted

Gonna give the Betsy tweaked one a whirl. Thanks for the help y’all. The recharge debuff seems helpful especially on new ITF. 

Posted
21 hours ago, Thrax said:

End is horrible. Which I figured it would be with all the procs. Only been one evening though. 

If you have Fly on during combat then I could see how this is an issue. A Rad/SS proc tank is gonna have just enough End to make it to the next Radiation Therapy click. That's another reason I roll Musculature Radial over Core, since it also gives a small boost to End Mod powers. I would recommend having Weave off as well. You'll still retain the bonuses from the IOs, but having it toggled will just waste your end.

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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