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Super Reflexes / Dark Melee for Hardmode ITF


siran
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I've been playing a little with how to surive the hardcore modes. I do get that it needs a team ūüôā I would though like to do as well as possible. I am torn between shield and super reflexes. On balance though I prefer super reflexes I think.

 

I am not very good at designing characters. It feels my goals should be 'lots of recharge' so that I can get perma souldrain (for the to hit mainly). I would like lots of hit points and resists, but I'm not sure how to get them and get the recharge, or even which is the most important

 

I'm not very worried about damage: I have a team for that. I sort of expect there to be a kinetics on the team anyway. Procs as far as I can tell are contra-indicated for hard core. 

 

Specific questions:

  • Should I go for more heal in siphon life?
  • How should I go about building for more hp/resists and which resists are most important?
  • Is recharge actually important?
  • I picked Nerve for the alpha slot: i understand hitting things can be hard, and I like defence buffs. Is there a better choice?
  • I picked up Elude for the 'EEEKKK' moments. I'm OK at monitoring it and 'getting somewhere else when it drops'. Will it actually help if I accidentally pull a second EB? (I don't really understand the defence mechanics at this high level end of play)

 

Click this DataLink to open the build!

 

Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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Haven't tanked a hardmode so i'm not entirely sure about what will do best as so far i've been a buff/debuff/dps and the tank primary/secondary seemed irrelevant as the rest of the team does most of the work (honestly how hard is it to jump in a mob and click taunt¬†ūüėõ¬†) but it does look like you went overboard on melee def. You won't survive without a few buffs anyway so i'm pretty sure you could drop to mid 50's. I messed about with one of @Sir Myshkin¬†sr tank builds as i was considering a respec on my sr/dm myself but i find i much prefer rad melee.¬†

 

As to your alpha pick. No. If you wanted the extra def then agility is miles more useful for a tank-rech/def/end mod. Anyway here's what i was looking at, having leadership over sorcery i think the tactics/assault would be more beneficial to yourself and the team. Not sure how much use rune is nowadays hopefully someone else will point at it and say its useless so i can drop it (only had it originally for the theme) 

 

Spoiler

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Level 49 Magic Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Dark Melee
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting

Hero Profile:
------------
Level 1:    Focused Fighting    
 (A) Reactive Defenses - Scaling Resist Damage
 (3) Reactive Defenses - Defense/RechargeTime
 (3) Reactive Defenses - Endurance/RechargeTime
 (5) Reactive Defenses - Defense/Endurance
 (5) Reactive Defenses - Defense
 (7) Reactive Defenses - Defense/Endurance/RechargeTime


Level 1:    Shadow Punch    
 (A) Superior Might of the Tanker - Recharge/Chance for +Res(All)
 (7) Superior Might of the Tanker - Accuracy/Damage
 (9) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
 (9) Superior Might of the Tanker - Accuracy/Damage/Recharge
 (11) Gladiator's Strike - Chance for Smashing Damage
 (11) Mako's Bite - Chance of Damage(Lethal)


Level 2:    Focused Senses    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (15) Shield Wall - Defense/Endurance
 (17) Shield Wall - Defense
 (17) Shield Wall - Defense/Endurance/Recharge


Level 4:    Agile    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (19) Luck of the Gambler - Defense


Level 6:    Practiced Brawler    
 (A) Endurance Reduction IO


Level 8:    Dodge    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (19) Luck of the Gambler - Defense


Level 10:    Shadow Maul    
 (A) Obliteration - Chance for Smashing Damage
 (21) Obliteration - Accuracy/Damage/Endurance/Recharge
 (21) Obliteration - Damage
 (23) Obliteration - Accuracy/Recharge
 (23) Obliteration - Accuracy/Damage/Recharge
 (25) Scirocco's Dervish - Chance of Damage(Lethal)


Level 12:    Evasion    
 (A) Shield Wall - +Res (Teleportation), +5% Res (All)
 (25) Shield Wall - Defense
 (27) Shield Wall - Defense/Endurance
 (27) Shield Wall - Defense/Endurance/Recharge


Level 14:    Taunt    
 (A) Perfect Zinger - Threat/Placate/Recharge
 (29) Perfect Zinger - Threat/Placate/Recharge/Range
 (29) Perfect Zinger - Accuracy/Recharge
 (31) Perfect Zinger - Chance for Psi Damage


Level 16:    Siphon Life    
 (A) Crushing Impact - Accuracy/Damage
 (31) Crushing Impact - Damage/Endurance
 (31) Crushing Impact - Accuracy/Damage/Recharge
 (33) Crushing Impact - Accuracy/Damage/Endurance
 (33) Crushing Impact - Damage/Endurance/Recharge
 (33) Gladiator's Strike - Chance for Smashing Damage


Level 18:    Lucky    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (34) Luck of the Gambler - Defense


Level 20:    Assault    
 (A) Endurance Reduction IO


Level 22:    Tactics    
 (A) Adjusted Targeting - To Hit Buff
 (34) Adjusted Targeting - To Hit Buff/Recharge
 (34) Adjusted Targeting - To Hit Buff/Endurance/Recharge
 (36) Adjusted Targeting - Endurance/Recharge
 (36) Adjusted Targeting - To Hit Buff/Endurance


Level 24:    Super Speed    
 (A) Endurance Reduction IO


Level 26:    Quickness    
 (A) Run Speed IO


Level 28:    Soul Drain    
 (A) Armageddon - Chance for Fire Damage
 (36) Armageddon - Damage/Recharge
 (37) Armageddon - Damage/Endurance
 (37) Armageddon - Damage/Recharge/Accuracy
 (37) Armageddon - Recharge/Accuracy
 (39) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 30:    Combat Jumping    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 32:    Boxing    
 (A) Empty


Level 35:    Dark Consumption    
 (A) Fury of the Gladiator - Chance for Res Debuff
 (39) Obliteration - Chance for Smashing Damage
 (39) Obliteration - Accuracy/Damage/Recharge
 (40) Power Transfer - Chance to Heal Self
 (40) Eradication - Chance for Energy Damage
 (40) Scirocco's Dervish - Chance of Damage(Lethal)


Level 38:    Midnight Grasp    
 (A) Hecatomb - Chance of Damage(Negative)
 (42) Hecatomb - Damage/Endurance
 (42) Hecatomb - Recharge/Accuracy
 (42) Hecatomb - Damage/Recharge/Accuracy
 (43) Hecatomb - Damage
 (43) Gladiator's Strike - Chance for Smashing Damage


Level 41:    Hasten    
 (A) Recharge Reduction IO
 (43) Recharge Reduction IO


Level 44:    Touch of Fear    
 (A) Superior Avalanche - Accuracy/Damage
 (45) Superior Avalanche - Accuracy/Damage/Endurance
 (45) Scirocco's Dervish - Chance of Damage(Lethal)
 (45) Glimpse of the Abyss - Chance of Damage(Psionic)
 (46) Obliteration - Chance for Smashing Damage
 (46) Cloud Senses - Chance for Negative Energy Damage


Level 47:    Tough    
Hamidon Origin:Ribosome Exposure


Level 49:    Weave    
 (A) Reactive Defenses - Defense/RechargeTime
 (49) Reactive Defenses - Defense
 (49) Reactive Defenses - Defense/Endurance
 (49) Reactive Defenses - Defense/Endurance/RechargeTime


Level 1:    Gauntlet    
Level 1:    Brawl    
 (A) Empty


Level 1:    Sprint    
 (A) Empty


Level 2:    Rest    
 (A) Empty


Level 1:    Swift    
 (A) Empty


Level 1:    Hurdle    
 (A) Empty


Level 1:    Health    
 (A) Panacea - +Hit Points/Endurance
 (13) Miracle - +Recovery
 (13) Numina's Convalesence - +Regeneration/+Recovery


Level 1:    Stamina    
 (A) Performance Shifter - Chance for +End
 (15) Performance Shifter - EndMod


Level 24:    Speed Phase    
------------

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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Your build looks good. 

To answer your specific questions

 

  1. The base heal for siphon life is somewhat small, so either way building for damage or heal in this power is valid. Overall it's good to try to strike a balance between damage, heal, accuracy and end. Hard to enhance all those to the max.
  2. One simple way to build for more HP would be to 3 slot LOTG or 4 slot Shield Wall. Lethal and Negative Energy are the most important resists although there are some other attack types on the hardmode ITF.
  3. Recharge is important. It is really good to have soul drain up as much as possible as you mentioned. The +tohit from soul drain (and thus recharge) may be less important if you're on a team and multiple people are running tactics. But the +tohit from soul drain becomes very important in small teams or solo challenges or if you fight away from your team or if your team is dead.
  4. Agility is better than nerve for the recharge and end mod it offers. Nerve boosts accuracy, not tohit. Tohit is generally more important.
  5. I'm not much of a fan of elude personally since the crash can be difficult to manage and fights tend to run long. Consider picking up soul mastery for darkest night for more consistent -tohit on enemies for an additional blanket of protection. 

Here is an example build with darkest night:

Spoiler

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

Click this DataLink to open the build!

Ultra Instinct V2: Level 50 Magic Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Dark Melee
Power Pool: Fighting
Power Pool: Sorcery
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Focused Fighting -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), LucoftheG-Def/EndRdx(3)
Level 1: Shadow Punch -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg(36), Mk'Bit-Dmg/EndRdx(36), Mk'Bit-Dmg/Rchg(36), Mk'Bit-Acc/EndRdx/Rchg(37), Mk'Bit-Acc/Dmg/EndRdx/Rchg(37)
Level 2: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7), LucoftheG-Def/EndRdx(7)
Level 4: Focused Senses -- ShlWal-Def/EndRdx/Rchg(A), ShlWal-Def(13), ShlWal-Def/EndRdx(13), ShlWal-Def/Rchg(15)
Level 6: Shadow Maul -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg(9), SprGntFis-Dmg/Rchg(37), SprGntFis-Acc/Dmg/Rchg(39), SprGntFis-Dmg/EndRdx/Rchg(39), SprGntFis-Acc/Dmg/EndRdx/Rchg(39)
Level 8: Practiced Brawler -- RechRdx-I(A)
Level 10: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(11), LucoftheG-Def/EndRdx(17)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx(21), UnbGrd-ResDam/EndRdx/Rchg(23), StdPrt-ResDam/Def+(25)
Level 16: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(27), LucoftheG-EndRdx/Rchg(27)
Level 18: Mystic Flight -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(19), BlsoftheZ-Travel/EndRdx(31)
Level 20: Touch of Fear -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg(23), SprAvl-Dmg/EndRdx(29), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34)
Level 22: Siphon Life -- SprMghoft-Rchg/Res%(A), ThfofEss-+End%(33), SprMghoft-Acc/Dmg(40), SprMghoft-Acc/Dmg/Rchg(42), SprMghoft-Acc/Dmg/EndRdx/Rchg(42), TchoftheN-Heal(42)
Level 24: Evasion -- ShlWal-Def(A), ShlWal-Def/EndRdx(29), ShlWal-Def/Rchg(31), ShlWal-Def/EndRdx/Rchg(50)
Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(43), Ksm-ToHit+(46)
Level 28: Spirit Ward -- Prv-Absorb%(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Rune of Protection -- GldArm-3defTpProc(A), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(43), UnbGrd-ResDam/EndRdx/Rchg(43)
Level 35: Soul Drain -- Obl-%Dam(A), Obl-Dmg(40), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(46), Obl-Acc/Dmg/Rchg(49), Obl-Acc/Dmg/EndRdx/Rchg(49)
Level 38: Dark Consumption -- RechRdx-I(A), RechRdx-I(48)
Level 41: Tactics -- DS:DSyncEndToHitDef(A), DS:DSyncEndToHitDef(46)
Level 44: Lucky -- ShlWal-Def/Rchg(A), ShlWal-ResDam/Re TP(45), ShlWal-Def(45), ShlWal-Def/EndRdx(45)
Level 47: Gloom -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(47), SprWntBit-Acc/Dmg/EndRdx(47), SprWntBit-Acc/Dmg/Rchg(48), SprWntBit-Dmg/EndRdx/Acc/Rchg(48), SprWntBit-Rchg/SlowProc(50)
Level 49: Darkest Night -- DS:DSyncEndDefDebuffToHitDebuff(A), DS:DSyncEndDefDebuffToHitDebuff(50)
Level 1: Gauntlet 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(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+(11), Mrc-Rcvry+(19)
Level 1: Stamina -- PwrTrns-+Heal(A), PrfShf-End%(25)
Level 50: Agility Core Paragon 
------------

 

Also this thread might be good to check out - for more guidance on hardmode ITF

 

 

Edited by Unclemarty
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